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GALFI COMMAND DECK
PLAYER FIELD REFERENCE HUB
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by Amber Okami
Mission Types
Roll System
Durations
Strategies
4 Mission Types
⛏️
Mining
Best Ship: Miner — any size
Primary Rewards
GFORE, GFMNR
Rare: AMRIT, TETRA, GFEXO
Best for: Gathering basic building materials. Essential early game when you need ore and minerals fast for construction and upgrades.
🔭
Exploration
Best Ship: Explorer — any size
Primary Rewards
GFAAC (Alien Artifact Common)
Rare: GFAAR, GFAAA
Best for: Farming alien artifacts needed for Medium+ ships and advanced buildings. You'll need a lot of these to progress to endgame.
⚔️
Combat
Best Ship: Fighter — any size
Primary Rewards
XENOS, GFAAC
Rare: GFAAA
Best for: Earning XENOS (needed for Farms) and Common Alien Artifacts. Good secondary mission to run alongside Exploration.
🛥️
Social
Best Ship: Pleasure Yacht — any size
Primary Rewards
GALFI (premium token)
GFEXO
Best for: Earning GALFI directly without buying it. Stack Entrepreneur and Socialite specialists for maximum GALFI per mission.
Amber's Take
Run all 4 types simultaneously once you have the ships. Early game, prioritize Mining for building materials. Once your buildings are stable, add Social to farm GALFI for instant upgrades. Exploration becomes critical when you start building Medium+ ships.
How The Roll System Works

Every mission reward is calculated by rolling a 6-sided die (D6) and adding bonuses. The higher your total roll, the better your rewards. This means your ship class, crew loadout, and local planet score all directly impact your earnings.

1D6
Base Roll
+
0 / +4
Ship Bonus
+
Varies
Specialist Bonuses
+
+0.5/pt
Local Planet Score
+
Varies
Pilot Bonus
=
TOTAL ROLL
Higher = Better Rewards
Reward Multipliers (Applied After Roll)
SourceBonusNotes
Strategist Specialist
×1.1Applies to all mission types if on ship
Socialite Specialist
×1.1Only Social missions
Combat Specialist
×1.1Only Combat missions
NFT Level Bonus
×(1 + Level/100)Applies per NFT on mission — stacks multiplicatively
Capital Ship
+4 to rollFlat roll bonus before multipliers
Mech (Small→Capital)
+1 to +4Scales with Mech size. All mission types.
Mech Pilot in Pilot Slot
+4 to rollOnly when correct Pilot type is assigned

Stacking Example: 3 Specialists at Levels 5, 10, and 15 on the same ship:
Final Reward = Base × 1.05 × 1.10 × 1.15 = ×1.326

This is why leveling up your best specialists matters so much — each level adds 1% and they all multiply together.

Amber's Take
The multipliers stack multiplicatively, not additively. That means 3 high-level specialists are exponentially better than their individual bonuses suggest. Get your top 3 specialists to Level 20+ before worrying about anything else.
Mission Durations — Efficiency Breakdown

Longer missions earn more in absolute terms but less per hour. For example: running two 12-hour missions in 24 hours earns more than one 24-hour mission. The game rewards active players who check in more frequently.

BEST/HR
5 Min
Highest per hour
Requires constant attention. Only realistic if you're actively playing.
BEST/HR
30 Min
Very high per hour
Good if you're at your computer for a few hours. Very efficient.
1 Hour
High per hour
Great balance for active sessions. Easy to manage alongside daily tasks.
12 Hours
Good per hour
The sweet spot for semi-active players. Morning and night check-in schedule.
24 Hours
Moderate
Acceptable for daily check-in players. Less efficient than 2×12h.
3 Days
Lower
Use when you know you'll be away. 5× longer duration reward multiplier applies.
7 Days
Low
Vacation mode. Set it and forget it. Convenient, not optimal.
28 Days
Lowest
Only for extended away periods. Ships and crew locked for 28 days.
Amber's Take
12-hour missions are the real player's choice. Morning and night — easy routine, great efficiency. If you're a grinder, run 1-hour missions during active play sessions and switch to 12-hour before sleep. Never run 28-day missions unless you're on an actual vacation.
Optimal Mission Strategies
Scenario 1 — Farming Alien Artifacts
Goal: Build Medium+ Ships
Build a Large Explorer (9 slots). Crew with 2× Xenoarcheologists (+14), 2× Xenohistorians (+14), 2× Explorers (+10), 1× Visionary (+4), 2× high-level Crew. Run 12-hour Explore missions.
Expected Roll: 43–48. About 15 missions to get Capital Ship artifact requirements.
Scenario 2 — Fast GALFI Farming
Goal: Earn GALFI for instant upgrades
Build a Medium Pleasure Yacht (6 slots). Crew with 2× Entrepreneurs (+12), 1× Socialite (+6 + 10% reward bonus), 1× Visionary (+6), 2× high-level specialists. Run 3-day Social missions for the duration multiplier.
Expected: ~9 GALFI per mission + XP multipliers. Best passive GALFI strategy.
Scenario 3 — Balanced Gathering with a Mech
Goal: Flexible resource farming
Build a Medium Mech (6 slots, +2 roll). Assign Mech Pilot to Pilot Slot (+4 roll bonus). Fill remaining slots with Mad Scientist, AI Technician, and 3× mission-specific specialists. Rotate mission types based on what resources you're short on. Run 12–24 hour missions.
Total roll bonus: +6 before specialists. Best for players who want to adapt weekly.
Scenario 4 — Rare Resource Focus (TETRA)
Goal: Farm TETRA for ship building
Use a Small Miner (3 slots). Crew with 2× Miners (+10), 1× Foreman (+5). Run Mining missions targeting rolls of 12+ for a chance at 2+ TETRA per mission. Scale ship size up as your bonus increases.
TETRA is rare and valuable — even small amounts per mission add up fast.
Amber's Take
Shorter missions earn more per hour — but the 3-day Social mission has a duration multiplier that makes it worthwhile for GALFI specifically. Match your mission length to your schedule, not just the math. Consistency over perfection.