Guide hub / Enemies & Equipment

Star Wars Zero Company Resource Guide: Credits, Intel, Focus Points and Influence

Updated: August 24, 2026

Status: Pre-release

Quick answer

Star Wars Zero Company has several resources, and they do different jobs:

The safest beginner rule is: do not spend a resource just because you have it. Spend it when it solves the next mission’s biggest problem.

Credits

Credits are the general currency used throughout The Den and its facilities.

Official materials associate Credits with:

What should you spend Credits on first?

Prioritise Credits according to the immediate campaign problem:

  1. Treat an essential injured Operator.
  2. Recruit a role the roster is missing.
  3. Buy equipment that directly helps the next mission.
  4. Upgrade a frequently deployed Operator.
  5. Purchase cosmetic items after the squad is stable.
  6. The exact prices, income rate, refresh rules, and facility costs are Retail verification required.

    Should you save Credits?

    Usually, yes. Keep a reserve for injuries, recruitment, and a mission-specific Utility.

    Do not spend every Credit on small weapon improvements if the next mission may require healing or a replacement Operator.

    Intel

    Intel is the strategic resource used to conduct Operations through the Galaxy Map and Holotable.

    Tactical Missions can provide Intel. Operations consume it, creating a loop between combat and strategic planning.

    What makes an Operation worth Intel?

    Choose an Operation when it:

    • Is about to expire
    • Unlocks a valuable mission or story opportunity
    • Improves a Bond you are actively developing
    • Provides equipment or Credits your squad needs
    • Affects a region or enemy threat you care about
    • Offers a reward that cannot be easily replaced

    Do not assume every Operation has equal value. You cannot necessarily complete every available activity in one campaign.

    Exact Intel costs, income rates, and Operation reward values are Retail verification required.

    Focus Points

    Focus Points are used in the Focus Tree to upgrade an Operator’s Talents, Abilities, and Passives.

    Official information says Focus Points are primarily earned through increasing Bonds. This means character relationship planning can feed directly into combat progression.

    How should you spend Focus Points?

    Spend them on the role the Operator actually performs:

    • A Sharpshooter upgrade should support safe target selection and reliable ranged pressure.
    • A Medic upgrade should support survival or recovery.
    • A Scout upgrade should support information, setup, or timing.
    • A Heavy upgrade should support durability or frontline control.

    Do not spend Focus Points only because an upgrade sounds powerful. Check whether it improves the mission role you use.

    Exact Focus rewards, costs, upgrade paths, and respec rules are Retail verification required.

    Zone Influence

    Zone Influence tracks progress in a region of the Galaxy Map.

    Operations and Tactical Missions can award Influence in the relevant region. Collecting enough Influence unlocks Zone Rewards.

    Zone Rewards may include:

    • Upgrades
    • Powerful Utilities
    • Contacts

    When should you prioritise Influence?

    Prioritise a region when:

    • Its next reward solves an immediate squad weakness.
    • A Contact can produce a large Influence gain.
    • An expiring activity contributes to that region.
    • You want to develop content connected to that region.
    • The region’s enemy pressure is becoming important.

    Do not chase Influence blindly. A story-critical mission, Bond opportunity, or healing need may be more important than a regional milestone.

    Exact thresholds, rewards, region boundaries, and Contact requirements are Retail verification required.

    Contacts

    Contacts are regional rewards that can be spent to gain large amounts of Zone Influence.

    Treat Contacts as progress multipliers rather than ordinary currency. Save them until you know which region you want to advance or until using one unlocks a reward you need.

    The exact Contact value, spending rules, and whether Contacts can be lost are Retail verification required.

    Advantage

    Advantage is a shared combat resource rather than a Den currency.

    You build Advantage through combat and spend it on powerful squad abilities, such as extra AP, stronger attacks, accuracy improvement, or battlefield control.

    When should you spend Advantage?

    Spend it when it:

    • Prevents an Operator from being lost
    • Finishes a dangerous enemy
    • Creates a decisive opening
    • Gives a teammate the action needed to complete an objective
    • Makes a difficult mission phase safer

    Do not empty the shared pool just because an ability is available. A later reinforcement wave or extraction phase may need it more.

    The exact Advantage cap, costs, and generation rates are Retail verification required.

    Resources compete with one another

    The important choice is not only how to earn each resource. It is what you give up by spending it.

    Credits vs healing

    Healing an injured Operator may delay recruitment or equipment purchases. Decide whether the next mission truly needs that character.

    Credits vs recruitment

    A new recruit may cover a missing role, but a large roster is not useful if you cannot equip or develop it.

    Intel vs optional content

    An Operation may provide a reward or story opportunity, but Intel may be needed for another activity that expires soon.

    Focus Points vs flexibility

    An upgrade can improve one Operator, but spending without understanding the role or respec rules can make early decisions harder to undo.

    Influence vs immediate rewards

    A regional reward may be valuable later, while a smaller immediate reward may save the squad in the next mission.

    A safe beginner resource plan

    Use this plan during the opening hours:

    1. Keep Credits for healing and one useful recruit.
    2. Spend Intel on urgent or uniquely valuable Operations.
    3. Use Focus Points on Operators you deploy regularly.
    4. Pursue Zone Influence when the next Zone Reward is relevant.
    5. Save Contacts for a clear regional goal.
    6. Keep Advantage for combat moments that can change the result.
    7. Record costs and rewards before creating a permanent resource guide.
    8. What resources should you record after launch?

      The final resource database should track:

      • Resource name
      • Acquisition source
      • Cost
      • Reward amount
      • Refresh timing
      • Mission or facility use
      • Difficulty modifier
      • Region or Cycle restriction
      • Whether the resource can be lost
      • Patch version

      Every number should be tested in the retail build and labelled with the difficulty, campaign state, and patch.

      Common resource mistakes

      Buying every Black Market item

      Buy equipment for a current problem, not because the shop contains something new.

      Treating Intel like Credits

      Intel is tied to strategic Operations and opportunity cost. Spending it changes what you can do before the next Cycle.

      Ignoring Bond progression

      Bonds can generate Focus Points and Cross Training benefits, so relationship planning can have resource value.

      Spending Contacts immediately

      Wait until a regional reward or threshold makes the use meaningful.

      Using Advantage for small damage

      Save the shared resource for a turn that prevents a loss or completes an objective.

      Bottom line

      Resources in Star Wars Zero Company are decision tools, not numbers to collect:

      • Credits keep the squad recruited, equipped, and healthy.
      • Intel opens strategic Operations.
      • Focus Points improve Operator development.
      • Zone Influence unlocks regional rewards.
      • Contacts accelerate regional progress.
      • Advantage changes dangerous combat turns.

      Spend the resource that solves the current problem, and keep enough flexibility for injuries, expiring missions, and unexpected enemy pressure.

      What is confirmed and what needs checking?

      Confirmed by official materials

      • Credits are used across The Den for recruitment, healing, equipment, Modifications, and Utilities.
      • Intel is used for Operations.
      • Tactical Missions can provide Intel and other rewards.
      • Focus Points upgrade Talents, Abilities, and Passives.
      • Bonds are a primary source of Focus Points.
      • Operations and Tactical Missions award Zone Influence.
      • Zone Rewards can include Upgrades, Utilities, and Contacts.
      • Advantage is a shared combat resource.

      Retail verification required

      • Exact acquisition amounts
      • Costs and prices
      • Resource caps
      • Refresh and expiration rules
      • Difficulty modifiers
      • Zone Influence thresholds
      • Contact values
      • Focus Point costs and refunds
      • Advantage generation and spending rates

      Official sources