Campaign Cycle planner
What to Do Each Cycle in STAR WARS Zero Company
Launching a Tactical Mission does more than finish a job: it moves the whole campaign forward one Cycle. Everything that has a timer, a treatment, a construction or a chain step is measured against that. This page reviews the Cycle you are in, then shows the known consequences of ending it.
A Tactical Mission is the commitment point for the whole Cycle
- Everything in a Cycle happens before the Mission, because the Mission is what advances time.
- That is why Operations are reviewed first: an Operation that costs Intel has to be decided while the Cycle is still open.
- It is also why a Cycle is a decision rather than a to-do list — the board is built to hold more than one Cycle can carry.
“The Holotable shows all available Operations and Tactical Missions for the current Cycle.”
Before you deploy
Before You End This Cycle
This list is generated from the board, roster and numbers you enter below. It changes as the campaign state changes, and it reports what it cannot see rather than assuming it.
Checklist progress
0 / 13 reviewed
9 items still marked for review.
Cycle readiness
5 issues to review
3 blocking · 1 worth checking · 1 informational
These are current-state conflicts only. They are not a claim that advancing is dangerous — they are the things the data can see from the state you entered.
Read the conflictsTicking an item is a note to yourself, stored on this device only. The status column is what the current data says, and it stays honest when there is nothing to check.
How a Cycle works
A Cycle Is Not One Action
A Cycle holds several decisions and exactly one commitment. Confusing the two is what makes a campaign feel like it is standing still.
Phase 1
The Den
Conversations, treatment, loadouts and construction are checked at the Den between Missions.
Phase 2
Operations
Operations resolve inside the current Cycle. They consume Intel and can pay out, unlock a follow-up or expire.
Phase 3
Tactical Mission
One deployment. Launching it is what ends the Cycle and starts the next one.
Commitment point
Phase 4
The Cycle advances
Timers move, running activities resolve, treatments and constructions take their step, and expiring content can be removed.
An Operation does not spend your Tactical Mission
Operations and Tactical Missions sit in the same Cycle, so resolving Operations is not the same as using up the deployment. The deployment is a separate, single decision: it is the one that ends the Cycle.
| Activity | Effect on the Cycle | What it costs |
|---|---|---|
| Operation | Does not advance the Cycle | Intel, and sometimes a required specialization |
| Tactical Mission | Advances the Cycle | The Cycle itself |
The shipped Cycle rule
Cycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission.
The shipped Holotable rule
The Holotable shows all available Operations and Tactical Missions for the current Cycle.
The shipped Critical Mission rule
Critical Missions are required to advance the campaign. When they reach 1 cycle remaining you must launch this mission.
Cycle transitions
What Advances With a Cycle?
Every system that a Cycle touches, with the strength of the evidence behind its row. Rows without a shipped rule say so instead of describing a transition nobody has recorded.
| System | What a Cycle does to it | Evidence | Detail |
|---|---|---|---|
| Mission timerExpiration fact | Expiration checks against the next Cycle | exact | 20 activities in the shipped data carry an expiration fact, so the campaign can remove them. The number of Cycles a Mission gets is not stored. |
| OperationCountdown + dependency | Resolves, expires, or unlocks its follow-up | exact | 16 shipped objective strings carry an exact countdown, and each one belongs to an activity that is already running. |
| Medbay BedStated duration | Treatment completes after 1 Cycle | exact | The game states a bed heals an Operator in 1 Cycle and that the Operator is unavailable for Missions and Operations that Cycle. |
| Bacta TankStated duration | Instant, once per Cycle | exact | The Bacta Tank heals all Injuries immediately and consumes that Cycle’s charge, so it is an in-Cycle decision rather than a Cycle-advance one. |
| Critical MissionStated rule | One step closer to obligatory | exact | Critical Missions are required to advance the campaign. When they reach 1 cycle remaining you must launch this mission. |
| Companion chainChain + conversation unlock | Chain step, expiry window and Den conversation move | candidate | Every Hero Mission carries an expiration fact and the campaign unlocks a Den conversation around each step. The Cycle each one fires on is not stated. |
| IntelStated income | The next Mission pays out against your Cap | exact | Missions always reward 100 Intel plus bonuses, and the Intel Cap bounds how much you can gain per Cycle. |
| Den constructionNo duration in the data | Progresses with the campaign | unresolved | The shipped data records the upgrade tree and its costs but no per-upgrade construction time, so this page does not print a Cycle count for a build. |
| RegionRegional reward track | Mission and Operation influence is applied | candidate | Regional rewards and Influence move through Missions, Operations and Contacts tied to a Zone. Which Zone a Deployment credits is a campaign-state question. |
| AchievementNo per-achievement timer | Campaign state can complete or close one | candidate | No achievement in the shipped data carries a Cycle deadline, so an achievement is listed as a campaign-state item rather than a timed one. |
| ConversationArc reference | New Den conversations can unlock | candidate | Conversation steps are attached to the campaign arc that references them. The page tracks which ones you mark as still open. |
Only the rows with a shipped rule or a shipped string print an exact transition. Construction and conversations are listed because they matter to planning, not because the data gives them a number.
The shipped end-of-turn header
End Turn: Are you sure?
1 Cycle remaining: 1 mission is expiring
Other countdowns: {n} missions are expiring
Opportunity cost
What Each Action Actually Costs
Everything in a campaign is paid for in a currency, and the currencies are not interchangeable. Reading the table this way is what turns a pile of Missions into a plan.
Tactical Mission
Consumes — The Cycle itself
Does not consume — Nothing else — Intel is not spent on a deployment
Operation
Consumes — Intel where an option carries a price; sometimes a specialization
Does not consume — The Tactical Mission slot
Medical Bed treatment
Consumes — The Operator for that Cycle, and 1 Cycle of recovery
Does not consume — Intel; a bed slot is not an Intel cost
Bacta Tank
Consumes — That Cycle’s Bacta charge
Does not consume — The Operator’s availability — healing is instant
Den construction
Consumes — A build slot, Credits or Upgrade Resource
Does not consume — The Tactical Mission slot
Den conversation
Consumes — Nothing but the visit
Does not consume — Any strategic resource
Choice
Consumes — The outcome you did not take
Does not consume — A Cycle — a choice resolves where it happened
A Mission pays in Credits for the Cycle it costs; an Operation pays in Credits for Intel. Comparing the two by payout size alone misses that the currencies are different.
Your campaign
My Current Cycle
Everything on this page is computed from what you enter here. Nothing is read from a save file. Timing, requirements and rewards are pulled from the database, so you only ever pick a name. The countdown you type is the one your Holotable is showing right now — the shipped data does not store it for you.
Planning goal
Current goal: Balanced. The goal changes the order of the suggested plan below; it never overrides a forced campaign step.
On your Holotable
Carries an expiration fact. The data does not state how many Cycles remain, so the countdown below is yours.
Opens Without Honor or Humanity.
Carries an expiration fact. The data does not state how many Cycles remain, so the countdown below is yours.
Carries an expiration fact. The data does not state how many Cycles remain, so the countdown below is yours.
Opens Buy Cheap, Never Sleep.
Shipped countdown: Scouting Storm Basin: 1 Cycle remaining to complete
No recorded expiration and no recorded countdown. It stays unless a chain step removes it.
Carries an expiration fact. The data does not state how many Cycles remain, so the countdown below is yours.
Waits on Sullust Search. Opens No Kings, No Masters.
No recorded expiration and no recorded countdown. It stays unless a chain step removes it.
Add from the current board
A record is added with “No countdown shown”, because the shipped data does not store your save's timer. Set the countdown the Holotable is displaying.
Roster status
Ready: Available for a Mission or Operation this Cycle. Injured: Carries Injuries but can still deploy. In treatment: Spending this Cycle in a Medbay Bed.
Resources & facilities
Zone goal
A Zone goal changes which records are worth the Cycle to you. It does not change which records the campaign can remove, so a Zone match still sits behind anything with an expiration fact.
Cycle dashboard
This Cycle at a Glance
Six groups, every number read off your own board or typed by you. The dashboard is a mirror, not advice — the reading of it happens in the sections that follow.
Campaign
Open- Critical Missions
- 1
- At 1 Cycle (forced)
- 0
- Expiring records
- 4
- Hero Missions
- 3
Operations
Open- On your board
- 3
- Already running
- 1
- Can expire
- 1
- Intel
- 190 / 200
Roster
Open- Ready
- 7
- Injured
- 1
- In treatment
- 0
- Beds
- 0 / 2
Den
Open- Build slots free
- 1
- Construction running
- 0
- Bacta this Cycle
- Entered in game
Resources
Open- Credits
- Not entered
- Intel gain per Mission
- 100
- Zone goal
- Not selected
Completion
Open- Issues to review
- 5
- Achievements with a campaign scope
- 1
- Achievements flagged missable
- 0
- Completion mode
- Off
Counts come from the records you added to your board plus the numbers you typed. Nothing here is read from a save file.
Operations & Intel
Operations Run Inside the Cycle You Are In
An Operation resolves before the deployment, consumes Intel, and can remove itself from the board. They are the decisions that are lost by advancing, not by failing.
Opportunity Knocking
Optional Operation
Timing
Carries an expiration fact — the campaign can remove it.
Intel — No recorded Intel price
Payout: 1,000 Credits · 3 Influence · Bond progress
Opens: Buy Cheap, Never Sleep
Expires this Cycle if the campaign advances past it, and it can gate later content.
Open the choiceBack Channels
Main Operation
Timing
Completes: Scouting Storm Basin: 1 Cycle remaining to complete
Intel — No recorded Intel price
Payout: 1 Capacitors · 2 Contacts
Already running. Review it so you know what lands when the Cycle advances.
Open the choiceA Friendly Wager
Optional Operation
Timing
No timer is recorded for this Operation in the data.
Intel — No recorded Intel price
low
Payout: 3 Influence · Bond progress
No timer is recorded, so it can be deferred — but its payout is still decided inside this Cycle.
Open the choiceIntel position
Held
190
Cap
200
Expected gain
100
After payout
290
Expected gain: Base Mission Intel +100
90 Intel of the next Mission reward lands past your cap.
Recorded Intel sinks on your board
- Rumors — 25 Intel on option C
- Shore Leave — 25 Intel on option C
- The Brothers Bep — 25 Intel on option D
- Dejarik Antics — 50 Intel on option B
- Refueling — 50 Intel on option D
- Sloppy Supply Route — 50 Intel on option A
Where Intel goes instead
- None — 0 Intel
- Espionage I (+5) — 5 Intel
- Espionage II (+7) — 7 Intel
- Espionage III (+9) — 9 Intel
- Espionage IV (+12) — 12 Intel
The Intel Cap bounds how much you can gain per Cycle, so Intel banked at the cap is Intel you did not get to spend. Options the data prices at 25 and 50 Intel are the only recorded sinks it can point at.
Injuries & Medbay
Treat Now, or Deploy Now?
A Medical Bed costs the Cycle. Deploying with Injuries costs the deployment. The comparator shows both sides for one Operator rather than picking for you.
Capacity
0 in treatment · 2 beds
A bed holds one Operator for the whole Cycle, so the bed count and the deployment compete for the same people.
Treat now or deploy now
Cly Kullervo: treat this Cycle or deploy now?
Treat now
- A Medical Bed heals all Injuries and takes 1 Cycle, so the Operator is healthy for the Cycle after the advance.
- The Operator cannot deploy this Cycle, which is the cost when something on the board expires in it.
- The Bacta Tank is the instant alternative and consumes that Cycle’s charge.
Deploy now
- The Operator is available for the deployment now.
- Carries 2 Injuries into the Mission, and Injury effects apply in combat.
- Any new Injury lands on top of the current count rather than replacing it.
At the limit with Permadeath on: a third Injury ends this Operator in this campaign. Treating costs a deployment, not deploying costs the injury risk.
Den construction
Construction Takes the Cycle, Not the Deployment
A build slot is capacity that a Cycle can use while you are also deploying. Leaving it idle is a cost that never appears on a reward screen.
Build slots
A free build slot with nothing running
Nothing is marked as building. Add an upgrade to account for the slot.
What the data will not say
Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility. The Upgrade Facility is where construction happens, so a Cycle that starts a build is a Cycle that is not empty — but this page will not tell you how many Cycles it takes, because the data does not say.
Compare Den upgradesCrew conversations
Conversations Happen at the Den, Not on the Holotable
A chain step is handed over in a conversation, which means it is the one item on this page that a deployment cannot resolve. The page can list them; it cannot read whether yours is still open.
A conversation is where a chain step is handed over, and it happens at the Den rather than on the Holotable. This page cannot read whether yours is still open, which is why it is a checkbox rather than a status.
Region & influence
Match the Cycle to a Zone Goal
A Zone goal is a filter over the board, not a new timer. Matching rows are worth more to you; they are not made safe by it.
No Zone goal is set. Pick one in “My current Cycle” to see which records on your board work toward it.
A Zone goal changes which records are worth the Cycle to you. It does not change which records the campaign can remove, so a Zone match still sits behind anything with an expiration fact.
Achievements
Completion Mode: What a Cycle Can Still Move
Turning this on does not change the campaign. It changes which records the planner flags as worth a Cycle while a completion run is active.
No achievement in the shipped data carries a missable flag, so this page will not warn you about a missable achievement.
OpenFull Roster depend on campaign state rather than on a single Mission.
Open5 achievements are tied to finishing the campaign on a difficulty. They are decided by the run, not by a Cycle.
OpenNo achievement in the shipped data carries a Cycle deadline, so none is presented as a timer to beat.
The campaign states that not every Mission and Operation can be completed in a single run, so a 100% route is not claimed here. The achievement run is tracked, not promised.
Before you advance
What Changes If I Advance?
A preview built from the records you entered and the transitions the data states. It reports known changes, which is why it is short and why one of its buckets is allowed to be empty.
9 known transitions from your current board
LOST
0
Records the campaign removes when it advances.
RESOLVED
1
Activities that are already running and finish on the advance.
RECOVERED
0
Treatment that completes with the advance.
WINDOW CLOSES IN
4
Expiring records still on your board after the advance.
CLOSER TO MANDATORY
1
Critical Missions that move one step closer to being forced.
BECOMES REACHABLE
3
Follow-up records your board unlocks.
WAITING ON THE CYCLE
0
Construction and chain steps that only move when time does.
ACTION REQUIRED THIS CYCLE
0
Things an advance will not do for you.
RESOLVED
Already running: Scouting Storm Basin: 1 Cycle remaining to complete. Advancing resolves it instead of removing it.
OpenWINDOW CLOSES IN
Carries an expiration fact, so the window is open. The number of Cycles remaining is not stated in the data.
OpenCarries an expiration fact and you have marked it as the last window. Advancing without resolving it risks the record.
OpenCarries an expiration fact and you have marked it as the last window. Advancing without resolving it risks the record.
OpenCarries an expiration fact, so the window is open. The number of Cycles remaining is not stated in the data.
OpenCLOSER TO MANDATORY
A Critical Mission has to be launched at 1 Cycle remaining. Advancing moves it one step closer to that point.
OpenBECOMES REACHABLE
Recorded as requiring Best Served Cold as a completed prerequisite, so it becomes reachable once that resolves.
OpenRecorded as requiring Opportunity Knocking as a completed prerequisite, so it becomes reachable once that resolves.
OpenRecorded as requiring Lord of Betrayal as a completed prerequisite, so it becomes reachable once that resolves.
OpenLOST is empty by design. A "lost" row would need an exact expiration window, and no Mission or Operation in the shipped data carries one — every recorded expiration keeps its number of Cycles unstated, so it is shown as an open window rather than a countdown to removal.
Additional campaign events may appear after the Cycle advances
A scripted crisis, a forced story step, a new conversation or a branch-dependent Mission can all enter the campaign state. This preview reports the transitions your board and the shipped data record, and nothing else.
Caveat
Known next-Cycle changes only. The projection is not a claim about everything that happens next, and it never invents a loss it cannot source.
Short-horizon planning
This Cycle and the Next Two
A visual plan over the only horizon the data can support. Each column holds what the current state puts there; nothing is invented to fill a column.
CURRENT CYCLE
Everything you can still act on
NEXT CYCLE
What the advance changes
Two Cycles is the horizon. Beyond that, forced Missions, new Operations, branch states and injuries make a projection a guess, so the page stops rather than pretending to plan a whole campaign.
Two-Cycle plan
Two Cycles is the planning horizon. Rows are placed by the countdown you typed, not by a simulated cycle.
Cycle 1
Anything marked 1 Cycle remaining lands here, because there is no later slot for it.
Best Served Cold
Two Cycles left, so it fits the first slot — earlier is safer than later.
Origin of Infection
Marked as the last window, so it has to be Cycle 1.
Opportunity Knocking
Marked as the last window, so it has to be Cycle 1.
Back Channels
Marked as the last window, so it has to be Cycle 1.
Cycle 2
Two-Cycle records that did not fit the first slot, and anything with no closing countdown.
Not Your Turf
Pushed past the first slot because Cycle 1 is already carrying the closing windows.
Lord of Betrayal
No closing countdown, so it can be deferred to the second Cycle.
A Friendly Wager
No closing countdown, so it can be deferred to the second Cycle.
What two Cycles cannot fit
- Origin of Infection and Opportunity Knocking and Back Channels are all marked 1 Cycle remaining. One Cycle holds one deployment, so at most one of them resolves before the advance.
Suggested plan
A Suggested Order for This Cycle
Ordered by what the campaign forces, then by what only this Cycle can still resolve, then by your goal. Every row shows why it is where it is.
7 records on your board, ordered
- This is a suggested plan, not an optimal route. Different goals produce different orders, and the campaign is built so the board cannot be cleared.
Why here
- Carries an expiration fact and you have marked it as the last window.
- Unlocks Buy Cheap, Never Sleep.
- Matches the goal you picked: Balanced.
What it costs
- Completing this advances the campaign for everything else on the board, including the records you did not resolve.
- No Intel price is recorded on any option of this Operation in the data.
Why here
- Carries an expiration fact and you have marked it as the last window.
- Tel-Rea content — a repeatable contract cannot replace it.
- Matches the goal you picked: Balanced.
What it costs
- Completing this advances the campaign for everything else on the board, including the records you did not resolve.
Why here
- Carries an expiration fact, with no exact countdown stored in the data.
- Unlocks Without Honor or Humanity.
- Cly Kullervo content — a repeatable contract cannot replace it.
- Matches the goal you picked: Balanced.
What it costs
- Cly Kullervo is not available this Cycle, so this is a roster conflict before it is a scheduling one.
- Completing this advances the campaign for everything else on the board, including the records you did not resolve.
Why here
- Carries an expiration fact, with no exact countdown stored in the data.
- Unlocks No Kings, No Masters.
- Luco Bronc content — a repeatable contract cannot replace it.
- Matches the goal you picked: Balanced.
What it costs
- Completing this advances the campaign for everything else on the board, including the records you did not resolve.
Why here
- Already running and completing: Scouting Storm Basin: 1 Cycle remaining to complete.
What it costs
- No Intel price is recorded on any option of this Operation in the data.
Why here
- No expiration fact, no follow-up and no goal match: this is the part of the board that can move.
What it costs
- No Intel price is recorded on any option of this Operation in the data.
Planning by player type
Reordering the plan is the whole effect of a goal. A forced campaign step outranks every goal, and no goal can add a record to the board that the campaign does not offer.
Cycle conflict detector
Where This Cycle Does Not Fit
Conflicts are current-state observations: two records sharing a last window, an Operator who cannot be in two places, Intel that will not fit. The detector names them and leaves the choice to you.
5 issues to review
These are current-state conflicts only. They are not a claim that advancing is dangerous — they are the things the data can see from the state you entered.
Origin of Infection and Opportunity Knocking are both marked as 1 Cycle remaining. One Cycle holds one deployment, so at most one of them is resolved before the advance.
OpenCly Kullervo (injured). The record carries an expiration fact, so treatment and the window compete for the same Cycles.
Open90 Intel of the next Mission reward lands past your cap. 6 recorded Intel options would fit that balance.
OpenNothing is running and a slot is free. If you already intended to start an upgrade this Cycle, deploying first means the slot sits through the advance.
OpenCly Kullervo (2 Injuries). With Permadeath on, the third Injury ends that Operator in this campaign.
OpenWaiting
Waiting for Something?
A campaign that feels stalled is usually waiting on one of two things: the advance, or an action at the Den. Only one of them is fixed by deploying.
Already running: Scouting Storm Basin: 1 Cycle remaining to complete. Advancing resolves it instead of removing it.
OpenA record that is waiting on a Cycle advance is not broken content. A record waiting on an action is the one that turns into "why is nothing happening?" if you deploy without doing it.
Deployment check
Before You Launch: Equipment and Squad
The last pass, on one Mission at a time. It reports the roster problem the data can see and the checks the game makes you do yourself.
Pick the Mission you are about to launch to run the deployment check.
Loadout, gear and consumables are not priced here — this page counts Cycles, not Credits. The equipment side lives in the squad tools.
FAQ
Cycle Planning Questions
What is a Cycle in Zero Company?
Cycles are a unit of time across STAR WARS Zero Company's campaign. Each cycle begins after returning to the Den after completing a Mission.
What advances the Cycle?
Launching and completing a Tactical Mission. The board is scoped to the current Cycle, so the deployment is the step that moves time forward.
Do Operations advance a Cycle?
No. Operations are resolved inside the current Cycle on the Holotable. That is why anything you meant to spend Intel on is decided before the Mission, not after it.
Do Missions advance a Cycle?
Yes. A Tactical Mission is the action that ends the Cycle, which is why the page treats the deployment as a commitment rather than as one item on a list.
How many Missions can you do per Cycle?
One Tactical Mission is the deployment that advances the Cycle. The board is deliberately built to hold more Missions and Operations than one Cycle can carry.
Can you do multiple Operations per Cycle?
Yes. Operations resolve inside the Cycle and do not consume the deployment, so the limit on them is Intel and the requirements each option names rather than a slot.
What should I do before a Tactical Mission?
Work the checklist on this page: expiring Missions and Operations, Critical story status, Companion chains, treatment, Intel, construction, conversations, the Zone goal and the loadout. Everything that has a timer is measured against the advance.
Should I do Operations before Missions?
Review them before you deploy. An Operation that costs Intel has to be decided while the Cycle is open, and an Operation that can expire is the kind of opportunity the advance can remove.
Should I spend Intel before advancing?
Check the cap first. Missions always reward 100 Intel plus bonuses, so Intel banked at the cap is Intel you did not get to spend. This page shows your expected gain against your Cap before you decide.
Should I heal Operators before advancing?
Compare the two costs: a bed takes 1 Cycle and the Operator with it, while deploying carries the Injuries into the Mission. If the Operator is required by something that can expire, the treatment competes with that window.
Do Medbay treatments take a Cycle?
Yes. The game states that a bed heals an Operator in 1 Cycle and that they are unavailable for Missions and Operations in that Cycle. The Bacta Tank is the instant alternative and consumes that Cycle’s charge.
Do Den upgrades progress each Cycle?
Construction is a campaign-layer activity, but the shipped data records no per-upgrade construction time. This page tracks that you started a build and never prints a Cycle count for it.
Do Companion Missions expire when a Cycle advances?
All 11 Hero Missions in the shipped data carry an expiration fact, so the campaign can remove one. 20 records in total carry an expiration fact, and the number of Cycles each one gets is not stored.
What happens to Critical Missions?
Critical Missions are required to advance the campaign. When they reach 1 cycle remaining you must launch this mission.
Should I talk to companions every Cycle?
Returning to the Den is part of the chain rather than optional flavour: the campaign unlocks conversations around each Hero Mission step, and that is where the next step is handed over. This page cannot read which conversation your save is holding, so it is a checkbox.
What happens when I advance a Cycle?
The known changes are: running activities resolve, bed treatment completes, expiring records keep their open window or are removed, and Critical Missions move a step closer to being forced. Unknown campaign events can also appear, which is why the preview is labelled as known changes only.
Can I plan several Cycles ahead?
Two Cycles is the horizon this page will plan. Further out, forced Missions, new Operations, branch states and injuries make a projection a guess rather than a plan.
Can I do every Mission in one campaign?
No. The campaign deliberately puts more timed activity on the Holotable than the Cycles can hold, and the game states that you will not be able to respond to every opportunity.
How do I avoid missing Companion Missions?
Treat a Hero Mission with a follow-up as the strongest case for the Cycle. The chain view on the Companion page shows which steps open another step, and this page orders your board with those first.
What should I check before ending a Cycle?
Work down the checklist, then read the projection. This page is built to make the deployment an informed decision rather than a reflex, across the 13 Main Story Missions and the 16 shipped completion countdowns.
Is it safe to advance?
This page will not say that. It reports the conflicts it can see in the state you entered and names them. Scripted or branch-dependent content that is not in the data can still appear after the advance.
Two things this page is not: it does not read a save, and it does not know the scripted, branch-dependent content that appears after an advance. Where the data stops, the page says “check in game” rather than producing a number.
Keep planning
Where to Go Next
Plan each Zero Company cycle before deploying. Review expiring missions, Operations, companion stories, Intel, Injuries, Den upgrades, conversations and regional goals, then preview what changes when the campaign advances.