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Aniimo Homeland Guide: Best Workers, 13 Jobs and RV Levels

Homeland rewards coverage, not power. AniimoSync maps the whole system from his beta 3 testing: the unlock route, all 13 jobs, what a job level is worth per minute, every RV capacity step, and the workers worth catching on the way there, each one checked against our Aniidex.

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Beta 3 testing, the Homeland job data and the free spreadsheet by AniimoSync, published here with permission

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Homeland is Aniimo’s housing and production system, where creatures you catch work facilities for you, and the one rule that decides how fast it runs is this: cover every job a recipe asks for first, then raise the weakest one. A level 4 worker sitting in a job the facility never uses does nothing at all. A level 1 worker covering a job the formula actually requires keeps the whole chain moving.

This guide starts from zero. How Homeland opens, what separates Homeland from your Home and from the RV, how production actually works, all 13 jobs, what each job level is worth per minute, every RV capacity step, and the workers I would catch along the way instead of the late game monsters you cannot realistically reach yet.

Two things before we start. Every number below comes from my beta 3 testing and from the free Homeland spreadsheet I built alongside it, so treat locations and requirements as beta behaviour: they are subject to change, and if creature spawns move, some of this moves with them. Where I name a worker’s job and job level the source is my testing and my sheet, while the element, the evolution line and the habitats printed beside it are the site’s own data. Since launch our Aniidex carries the client’s own Homeland abilities as well, and the launch update below sets the two readings side by side. Aniimo went live on 16 September, and everything here is being re-verified against the live game.

The best early game Homeland workers in Aniimo

A full 20-worker Homeland roster with the Ability Distribution bar counting every one of the 13 jobs

The best early game Homeland workers are the ones that cover two or three jobs from a single slot, because RV level 2 gives you only eight worker positions. Turbo, Shrubclaw, Fragrancier, Thornblade, Stellarys and Glacy each carry at least two jobs, which is how a roster of eight ends up covering ten of the thirteen Homeland jobs.

This is the bench I want ready before automation opens. The job column is my beta 3 testing, the location column is this site’s habitat data, so the claim and the catch route sit side by side.

WorkerHomeland jobs (my beta 3 notes)Where our habitat data puts itWhen it matters
TurboWind 3, Leisure 3Nimbus FieldsThe first worker I would keep. Two level 3 jobs from a starting area catch
ShrubclawEarth 3, Grass 3, Carry 1Berylline Causeway. Its pre-evolution Budclaw is in Nimbus Fields, Zephyrus Landbridge, Berylline Causeway and Beast Fang RidgeCovers the farming side of most early formulas on its own
FragrancierDark 3, Leisure 3, Perfumery 3Sea of FlowersThe only early source of Perfumery, which is far rarer than the elemental jobs
ThornbladeGrass 3, Artisanship 3Sea of FlowersYour first crafter, and Artisanship is what makes furniture, appearance items and Aniipods
StellarysDark 3, Leisure 3Forest of Falling StarsDark is harvesting, cutting and drawing, so it works constantly
GlacyWater 3, Ice 3, Carry 1Our index has no habitat on the basic form yet: the Sea of Flowers form is in Sea of Flowers, the Snowfield form in Driftwise MeadowThe cleanest eighth pick, and your only early Ice
EmberpupFire 1, Carry 1Nimbus Fields, Mistwoods, The Argent Strait, Echoback Landing, Beast Fang RidgeTemporary Fire cover, and the creature the RV setup asks you for
PrankyWater 2, Carry 1Nimbus Fields, Mistwoods, Forest of Falling StarsTemporary Water cover until Leafy shows up
ScorchhowlFire 3, Carry 1Beast Fang RidgeThe straight swap for Emberpup: same Carry, Fire goes 1 to 3
LeafyWater 3, Grass 3, Carry 1MistwoodsThe straight swap for Pranky, and it adds a Grass 3 for free

Some of these appear as Alphas, and the game makes you fight Alphas anyway: if a creature is not spawning in the wild for you, the Alpha encounter is the reliable route, because it is always there. Our interactive map is the fastest way to line those regions up with where you are now.

Launch update: the job levels the live client gives these workers

Two things changed between beta 3 and the live game: the Homeland job this guide calls Carry is named Hauling in the launch client, and most of the workers below hold it at level 3 rather than level 1. Our field data, taken from the launch client, build 1.0.0.7, carries a Homeland ability row for 96 species: 42 of them have Hauling and 22 of those sit at Hauling 3, so hauling is far less scarce on live than the beta numbers made it look.

This table sets AniimoSync’s beta 3 notes beside our own reading of the launch client, for every worker this guide sends you out to catch.

WorkerBeta 3 notes in this guideLaunch client, build 1.0.0.7What it changes
TurboWind 3, Leisure 3Wind 3, Leisure 3Unchanged, and still the strongest catch on the starting route
ShrubclawEarth 3, Grass 3, Carry 1Earth 3, Grass 2, Hauling 3Grass is one level lower, hauling two levels higher
FragrancierDark 3, Leisure 3, Perfumery 3Dark 3, Leisure 3, Perfumery 3Unchanged, and the client carries only two Perfumery workers in total, this one and Dewy at Perfumery 1
ThornbladeGrass 3, Artisanship 3Grass 3, Artisanship 3Unchanged, and still your first crafter
StellarysDark 3, Leisure 3Dark 3, Leisure 3Unchanged
GlacyWater 3, Ice 3, Carry 1Water 3, Ice 2, Hauling 3Ice is one level lower, hauling two levels higher
EmberpupFire 1, Carry 1Fire 1, Hauling 1Unchanged apart from the job name
PrankyWater 2, Carry 1Water 2, Hauling 2Hauling one level higher
ScorchhowlFire 3, Carry 1Fire 3, Hauling 3Still the Emberpup swap, and it brings Hauling 3 with it
LeafyWater 3, Grass 3, Carry 1Water 2, Grass 3, Hauling 3Its Water matches Pranky rather than beating it, so the gain in that slot is Grass 3 and Hauling 3
BudclawEarth 1, Grass 1, Carry 1Earth 1, Grass 1, Hauling 1Unchanged apart from the job name
GeoclawNot scored: the Budclaw branch this guide steers you away fromIce 3, Hauling 3The other branch is a full Ice 3 hauler, so it is not a wasted evolution if you took it
GlynseraIce 3, Artisanship 3Ice 3, Hauling 3It is a hauler at launch, not a crafter
BlazenLightning 3, Artisanship 3Lightning 3, Artisanship 3Unchanged, and still the fix for the Lightning hole
SherroWater 3, Leisure 3Water 3, Leisure 3Unchanged
BouldusEarth 3, Leisure 3Earth 3, Hauling 3Hauling, not Leisure
PanpantaWater 3, Leisure 3Water 3, Leisure 3Unchanged
WaleetleEarth 3, Leisure 3Earth 3, Hauling 3Hauling, not Leisure
FenmaneLightning 3, Carry 1Lightning 3, Hauling 3A second Lightning worker that also hauls at level 3
GrizboEarth 3, Carry 3Earth 3, Hauling 3The numbers hold, but it is no longer the only level 3 hauler
HelgonWind 3, Carry 1Wind 3, Hauling 3Hauling two levels higher
RookeyDark 3, Artisanship 3Dark 3, Hauling 3A hauler at launch, not a crafter
MagmarexFire 3, Earth 3, Carry 1Fire 3, Earth 2, Hauling 3Earth one level lower, hauling two levels higher
BailiteNamed only as more Earth and CarryEarth 3, Hauling 3The guess holds, with both jobs at level 3
ErlathNamed only as a Water workerWater 3Water 3 and nothing else, so it fills a slot with a single job
LuminelleLightning 3, Artisanship 3Lightning 3, Artisanship 3Unchanged on the base form
SomniwingNamed as a late game worker, not scoredLeisure 4, Grass 4, Wind 3The strongest worker in the client, and one of only two species with any level 4 job

Three lines from that table are worth pulling out. Hauling is not the bottleneck beta 3 made it look: the launch client gives 22 species Hauling 3, so Grizbo is one good answer to finished goods backing up rather than the only one, and Scorchhowl, Shrubclaw, Leafy and Glacy all haul at level 3 while doing their elemental job as well.

Light has exactly three workers at launch: Helion, Fennelun and Lunara, each Light 3 alongside Hauling 3, and they are the only Light rows in the client. The advice further down still stands, cover Light when a formula asks for it rather than reserving a slot, but you now know who to go and catch on the day it does.

Job level 4 is rarer than the beta suggested: only Somniwing and Irisalis carry one, both at Leisure 4 and Grass 4. Two caveats on our side. The client publishes these abilities per species rather than per regional form, so the form-specific level 4 numbers named later in this guide are not in it, and Cheekie and Wavwal have no prototype row in the client at all, so the two abilities on their pages are still the pre-launch ones.

Every entry in our Aniidex now carries a Homeland abilities section of its own, so any candidate can be checked in one click before you spend an evening hunting it.

How to unlock the RV and Homeland in Aniimo

The RV and Homeland are unlocked by one quest chain, Prologue: The Wondrous RV, which begins with a vehicle parked in Nimbus Fields and ends when you sell your first surplus wheat to the Co-op Store. The launch client gates the Homeland menu on the Student II title, printing “Unlocks at Student II.” on the locked entry, and its own title table puts that band at Pathfinder level 25.

The steps below are the quest’s objectives exactly as the game’s data files write them, build 1.0.0.7, in the order the chain runs. If you are stuck, find your objective in the list and read the next line.

  1. “A vehicle rests upon Nimbus Fields...” The chain opens in Nimbus Fields, the region you start in.
  2. “Follow Fannie and take a tour of her RV.” Fannie is the chief inventor of GoGoHomes, and the RV is hers before it is yours. The game spells her Fannie.
  3. “Collect your RV.”
  4. “Talk to Fannie.”
  5. “Arrive at the Sea of Flowers RV Park.”
  6. “Find Park Manager Ben and activate the park.” This is the registration step: Ben is the park manager, and activating the park is what turns the RV into somewhere you can enter.
  7. “Find your RV.”
  8. “Cleanup” The objective’s own description is “Clear the waste ground.”, and this is the step people search for as RV cleanup.
  9. “Talk to Fannie.”
  10. “View the Warehouse screen.” Your Homeland warehouse is where seeds and materials come from.
  11. “Place a farmland plot in your Home.”
  12. “Open the Farmland Settings screen.”
  13. “Set the farmland recipe to Wheat.”
  14. “Plant wheat on your farmland plots.”
  15. “Place 4 farmland plots in your Home.” Do not skip this one: four farmland plots is also half of what RV 2 asks for, so the quest is setting up your first upgrade while you follow it.
  16. “Head to Service Hub and browse the Seed Shop.”
  17. “View orders from Astra.”
  18. “Submit Order”
  19. “Sell surplus wheat to the Co-op Store.” This is the last objective in the chain.

Finishing it is what unlocks the upgrade to RV 2, and RV 2 is the level that matters: it raises your Home to 8 Aniimo, lets you place Storage Units so workers can haul, opens the Kitchen Module and stocks the Home Shop and Furniture Store with real production facilities. The client’s own line for it reads “You can now place 8 Aniimo in your Home. Aniimo can help out now!”

The upgrade after that is gated on the next chapter, Act 1: Together with Aniimo, whose objectives are “Talk to Fannie.”, “Place an Aniimo in your Home.”, “Check the Aniimo’s status in your Home.”, “Feed the Aniimo in your Home.”, “Place a Storage Unit in your Home.”, “Place a woodland plot in your Home.” with “Place a Carousel Mill in your Home.”, and “Use the Carousel Mill to process Wheatmeal once.” One later objective is searched here more than any other, “Set the farmland to the Quick Wheat recipe.”, and it is not part of the unlock at all: it belongs to Act Two: A Richer Harvest, further up the same chapter.

RV levels at launch, and where the beta ladder was wrong

This table is the full RV ladder from the game’s data files: the capacity column, the requirement column, the Home Coin column and the material column are all the launch client’s own values, and the beta column beside them is AniimoSync’s beta 3 measurement, kept so you can see what moved.

RV levelWorkers: launch clientWorkers: beta 3 notesWhat the launch client asks forHome Coins: launch client
RV 1NoneNoneThe RV Fannie gives you at the end of the Prologue tour-
RV 288Place 4 farmland plots in your Home, and complete the quest “The Wondrous RV.”140
RV 311116 farmland, 3 woodland, and complete the quest “Together with Aniimo.”800
RV 414148 farmland, 4 woodland, 2 Mines2,900
RV 5171710 farmland, 5 woodland, 1 well7,300
RV 6202012 farmland, 6 woodland, 3 Mines32,000
RV 72223Student III title, 14 farmland, 7 woodland69,000
RV 8262616 farmland, 8 woodland, 4 Mines180,000
RV 9263018 farmland, 9 woodland, 2 wells260,000
RV 1028No further increase8,000 Habitability, 20 farmland, 10 woodland510,000
RV 1130Not reached in the betaWayfarer I title, 8,500 Habitability, 22 farmland680,000
RV 1232Not reached in the beta9,000 Habitability, 24 farmland, 12 woodland1,060,000
RV 1333Not reached in the beta9,500 Habitability, 26 farmland, 13 woodland1,930,000
RV 1434Not reached in the beta10,000 Habitability, 28 farmland, 14 woodland2,620,000
RV 1535Not reached in the betaWayfarer II title, 11,000 Habitability, 30 farmland3,760,000
RV 1636Not reached in the beta12,000 Habitability, 32 farmland, 16 woodland4,900,000
RV 1737Not reached in the beta13,000 Habitability, 34 farmland, 17 woodland8,630,000
RV 1838Not reached in the beta14,000 Habitability, 36 farmland, 18 woodland11,600,000
RV 1939Not reached in the betaWayfarer III title, 15,000 Habitability, 38 farmland17,100,000
RV 2040Not reached in the beta16,000 Habitability, 40 farmland, 20 woodland20,800,000

Three things in that table are worth reading twice. There is no title gate before RV 7 at launch: the beta ladder below gates RV 2 to RV 4 behind Intermediate Student at Pathfinder 25, and the live game asks only for plots and the two Homeland quests, so you can reach RV 6 and 20 workers without waiting on a promotion. The whole ladder has exactly four title gates, Student III at RV 7, Wayfarer I at RV 11, Wayfarer II at RV 15 and Wayfarer III at RV 19. And RV 10 is not the ceiling: the client carries twenty levels, ending at 40 workers.

Coins are only half the bill. Materials go with them, from Wood Block x3 at RV 2 and Wood Block x25 at RV 3 up to Densified Timber Component x490 with Microcrystalline Ore Plate x270 at RV 20, and the upgrade itself takes real time: 30 seconds at RV 2, five minutes at RV 3, and twelve hours at RV 20. One oddity in the client’s own text, so you are not confused by your upgrade preview: it prints 26 workers at both RV 8 and RV 9, while the capacity events behind it add two at each step.

How to unlock Homeland in Aniimo

Fannie at the Sea of Flowers Park beside the RV, where Homeland unlocks

In beta 3 Homeland opened at around account level 20. You meet a character the game spells Fannie, receive the RV that acts as the entrance and progression hub for your home, register the RV at the park with Manager Ben, then use the portal behind it to walk into your actual Home. At launch the gate is a title rather than a flat level, and the objectives have their own names: the walkthrough above lists all nineteen of them.

During that setup the game asks whether you have an Emberpup, because Emberpup’s heat is used to restore the power. Catch one on the way if you have not already: it is also your temporary Fire worker.

One naming note so nothing here contradicts itself. I call it Pathfinder level 20 and our 10 things to do first guide calls the same account level Wayfarer 20. Same objective, same number, two labels the translation has not settled.

Your first production loop is entirely manual: place the farmland the tutorial hands you, put a seed in, let the crop grow, harvest and collect it yourself. Inputs such as seeds and materials come out of your Homeland warehouse, finished products can be kept for other recipes or orders, and early crops sell through the home co-op store for home coins, one of the currencies that expands the production side of your Home.

So do not treat RV level 1 as the moment to perfect your worker roster. RV 1 is a tutorial and preparation phase. RV level 2 is where the worker system actually begins.

Homeland, Home and the RV: what the three words mean

AniimoSync’s definitions of Homeland, Home and RV: the whole system, the space you build on, and the progression hub

Homeland is the entire housing and production system, your Home is the space inside it, and the RV is the progression hub that decides how developed that Home can become. The RV is also what raises worker capacity, so almost every Homeland ceiling you hit is an RV level, not a Home problem.

Your Home is where you place farmland, woodland, mineral piles, storage, production facilities, decorations and the Aniimo working there. Your RV controls how far that can go: worker capacity first, then plots, facilities, modules, production limits, orders and shop stock.

The separation that matters is that Pathfinder progression and RV progression are two different tracks. Pathfinder level, title and region progression decide where you can go and what you can catch. RV progression controls the Homeland side. They advance alongside each other, but not automatically: the RV has its own upgrades and you have to do the Homeland work to earn them.

Home is also where the Hatchinator sits, which is why our beginner guide says to open Homeland the day it appears: incubation runs on real time whether you are logged in or not, and our egg list covers what hatches from what.

How Homeland production works

The Homeland production loop in five steps: place a facility, choose the product, read the ability distribution, assign workers, move the output

Production in Homeland is a four step loop: place a facility, choose what it produces, read the ability distribution that the recipe shows, then assign Aniimo whose jobs cover it. The ability distribution is the job list for that production chain, and any required job sitting at zero is a part of the chain that is simply not covered.

The Homeland Ability panel of a facility recipe asking for Carry 1, Fire 3 and Perfumery 3

Once a job is covered, the assigned worker’s job level decides how fast that part of the chain runs. Then, as output stacks up, Carry workers move completed goods into storage so the facility does not clog.

That is the entire system in one sentence: pick the product, read the jobs it needs, cover those jobs, then make the slow ones faster with better workers.

PlannerAniimo Homeland PlannerSet your RV level and it picks the product for every plot and machine, the jobs each one needs and where it goes on your plots, with the Home Coins it earns. The same page answers “Set the farmland to the Quick Wheat recipe” in 3 steps: a Level 2 farmland plot, the Ecological Module at level 1, then Quick Formula: Wheat.Open the Homeland planner →

One thing that is easy to miss and expensive to forget: keep food stocked for your workers. Run out and they get angry and stop working for you.

What are the 13 Homeland jobs in Aniimo?

The nine elemental Homeland jobs: Fire, Water, Grass, Earth, Lightning, Ice, Wind, Dark and Light, with what each covers

There are 13 Homeland jobs: nine share the elemental names you already know from combat, and four are general jobs. The nine elemental ones are work specialisations, not combat roles, so a Fire creature in Homeland is a heat and cooking worker rather than a damage dealer.

Here is every job, what it covers, and the clearest example of where you see it.

JobWhat it coversWhere you see it
FireHeat and cookingThe furnace
WaterWatering and brewingFarmland and brewing recipes
GrassPlanting and gatheringFarmland
EarthLand and mining workMineral piles
LightningElectricity and powerAnything a formula powers
IceCoolingChains whose formula asks for cooling
WindMilling, spinning and other product processingProcessing recipes
DarkHarvesting, cutting and drawingWoodland
LightIlluminationOnly where a formula calls for it
CarryHauling finished products from facilities into storageStorage
ArtisanshipCraftingCrafting stations: furniture, appearance items, Aniipods and other recipes
LeisureLifestyle outputPlay and leisure facilities that generate certain Aniimo materials
PerfumeryIncense, perfumes and other scented goodsPerfumery recipes

The third column is the clearest example from my testing, not a rule: the production formula is always the authority, because it lists the exact jobs that recipe needs. You do not need every job on every building, which is precisely why ability distribution matters.

What does the Homeland job level mean?

Homeland job levels 1 to 4 and their workload per minute: 60, 75, 90 and 105

The number next to a Homeland job is work speed, measured in workload per minute, and it is not the combat level. A level 1 worker performs 60 workload per minute, and each level adds 15 on top of that.

The full scale, from my beta 3 notes:

Job levelWorkload per minuteAgainst level 1
Level 160Baseline
Level 275+25%
Level 390+50%
Level 4105+75%

Higher is better, but coverage always comes first. A level 4 worker in a job the facility does not use is helping less than a level 1 or level 3 worker covering a job the formula actually requires. Remember that rule for the rest of this guide: cover every required job, then improve the weakest or slowest job as better workers become available.

Can a Homeland worker also fight for you?

No. An Aniimo assigned to your Home cannot stay in your active field battle roster. If one of your favourite combat Aniimo is also a great worker, catch a second copy for the Home and keep the original in your squad. And yes, you can run multiple copies of the same Aniimo in Homeland if that is what your production needs.

RV levels, worker capacity and what unlocks

RV worker capacity from RV 1 to RV 10: manual at RV 1, 8 workers at RV 2, up to 30 at RV 9

RV level is what raises worker capacity, starting at 8 workers on RV 2. Every level is gated behind Homeland missions and the state of your Home, with a Pathfinder title on top of that at four of them, so the RV is the pace-setter for the entire system.

This table pairs each RV level with the capacity I measured in beta 3 and the gate that sat in front of it, and the launch ladder above is the one to plan against: the live build drops the early title gates, stops at 22 on RV 7 and 26 on RV 9, and carries on past RV 10 to twenty levels.

RV levelWorker capacity in beta 3What it opens, and what gated it in beta 3
RV 1No workersThe manual tutorial: place farmland, sow, harvest and collect by hand
RV 28Basic automation begins. Required the Intermediate Student title for farmland plots and completion of Aniimo to the Rescue Part One. The Intermediate Student band starts at Pathfinder level 25
RV 311Intermediate Student band
RV 414Intermediate Student band
RV 517Veteran Student, from Pathfinder level 35
RV 620Beginner Wayfarer, from Pathfinder level 40
RV 723Beginner Wayfarer, from Pathfinder level 40
RV 826Intermediate Wayfarer, from Pathfinder level 45
RV 930Veteran Wayfarer, from Pathfinder level 50
RV 10No further increaseThe final level shown in the beta. It did not raise worker capacity

Titles are only part of it: later upgrades also want the Home itself more developed, with more farmland, woodland and mineral piles plus further Homeland missions. When I say an RV level opens below, I mean the capacity milestone, not that every Aniimo I name becomes catchable at that exact moment.

If a slot opens before the next recommended worker is available, fill it with a reserve or a duplicate: reinforce Carry if finished goods are backing up, Artisanship if crafting is slow, or whichever elemental job is constantly in use. Swap the placeholder out when the worker you wanted arrives.

Best early game workers to prepare before RV 2

Prepare seven workers while you are still on RV 1, then add Glacy as the eighth when you reach it. None of them are active workers yet: you are building a bench so that when RV 2 opens automation you are ready instead of backtracking across the early map.

As you move through Nimbus Fields, Forest of Falling Stars and Sea of Flowers, keep an eye out for these.

The seven to catch on the way

Shrubclaw’s Homeland ability panel: Earth level 3, Grass level 3, Carry level 1, the upgrade from Budclaw
  • Emberpup, Fire 1 and Carry 1. Not a long-term worker, just Fire cover so RV 2 does not open with the job missing. Our index lists five early regions for it, so it is hard to miss.
  • Pranky, Water 2 and Carry 1. Also temporary. Nimbus Fields, Mistwoods and Forest of Falling Stars in our data, which is exactly the prep route.
  • Turbo, Wind 3 and Leisure 3. The first one I would keep, and extremely strong for a Nimbus Fields catch. No reason to rush a replacement.
  • Budclaw, Earth 1, Grass 1 and Carry 1, evolving into Shrubclaw at Earth 3, Grass 3 and Carry 1. A massive improvement for the same slot. One thing our index flags before you evolve: Budclaw branches, into Geoclaw or into Shrubclaw. Take the Shrubclaw branch for Homeland.
  • Stellarys, Dark 3 and Leisure 3. Forest of Falling Stars in our data, on the prep route.
  • Thornblade, Grass 3 and Artisanship 3. Sea of Flowers, and your first real crafter.
  • Fragrancier, Dark 3, Leisure 3 and Perfumery 3. Also Sea of Flowers, and the only early source of Perfumery.

That is seven Aniimo prepared before automation starts, several of them covering two or three jobs from one slot, which is exactly what you need when RV 2 gives only eight positions.

The eighth slot: Glacy

Glacy’s Homeland ability panel: Water level 3, Ice level 3, Carry level 1

I would not force a random eighth worker into the group. Once you reach the areas where Glacy is available, that is the creature I want in the final position: Water 3, Ice 3 and Carry 1, a very clean finish to the roster.

Where our data lands: the basic form of Glacy has no habitat recorded in our index yet. What is recorded is the Sea of Flowers form in Sea of Flowers and the Snowfield form in Driftwise Meadow, so the Sea of Flowers leg of the prep route is the likeliest place you meet one.

So the first eight are Emberpup, Pranky, Turbo, Shrubclaw, Stellarys, Thornblade, Fragrancier and Glacy, and between them Fire, Water, Grass, Earth, Wind, Dark, Ice, Carry, Artisanship, Leisure and Perfumery are covered somewhere. Lightning and Light are still missing, and that is fine. This is a starting workforce, not an endgame one.

Building and upgrading your Homeland workforce

Leafy’s Homeland ability panel: Water level 3, Grass level 3, Carry level 1, the direct upgrade from Pranky

Upgrade by replacing a worker with one that keeps the same coverage and raises the level, not by adding creatures at random. Two swaps do almost all of the early work: Scorchhowl for Emberpup, and Leafy for Pranky.

Once Beast Fang Ridge joins your normal route you can catch Scorchhowl at Fire 3 and Carry 1, and our index confirms Beast Fang Ridge. Carry is identical, Fire jumps from 1 to 3, so the slot does the same job much faster and Emberpup can rest.

Then, once you reach Mistwoods, Leafy is a normal catch at Water 3, Grass 3 and Carry 1, and our index lists Mistwoods, exactly where I found it. Water improves, Carry stays, and the same slot hands you a Grass 3 on top. Pranky can retire.

What changes from RV 3 onwards

Glynsera’s Homeland ability panel, Ice level 3 and Artisanship level 3, over the RV level 3 build screen

Early on the question is whether every job is covered at all. As the Home grows and several facilities run at once, it becomes whether you have enough workers covering each job. A second Ice worker is not wasted when two chains both want Ice.

These are the workers I would go out of my way for as capacity opens up. Jobs are my beta 3 notes, locations are our habitat data.

RV levelWorkerHomeland jobsWhere our habitat data puts it
RV 3GlynseraIce 3, Artisanship 3Beast Fang Ridge
RV 3BlazenLightning 3, Artisanship 3Blitzwood
RV 4SherroWater 3, Leisure 3No habitat on the basic form yet. Our index records the Thunderstorm form in Echoback Landing, which is the region I found it in
RV 4BouldusEarth 3, Leisure 3Berylline Causeway
RV 5PanpantaWater 3, Leisure 3Echoback Landing
RV 5WaleetleEarth 3, Leisure 3 (the Snowfield form adds Ice 3)Berylline Causeway
RV 6FenmaneLightning 3, Carry 1Driftwise Meadow
RV 6GrizboEarth 3, Carry 3Rosetower Woods
RV 6HelgonWind 3, Carry 1Russet Highlands
RV 7RookeyDark 3, Artisanship 3Russet Highlands
RV 8MagmarexFire 3, Earth 3, Carry 1Zephyrus Landbridge
RV 8BailiteUseful if you need more Earth and CarryZephyrus Landbridge
RV 8ErlathUseful if you specifically need a Water workerTideblossom Coast

Two deserve a line of their own. Blazen fills a genuine hole, because Lightning is one of the jobs the starting eight never covered. And Grizbo is the big one: almost every worker up to that point is Carry 1, and Grizbo jumps to Carry 3, so if finished products are sitting around unmoved, Grizbo is the fix. That does not retire your Carry 1 workers, who are all still doing their elemental jobs.

Grizbo’s Homeland ability panel: Earth level 3 and Carry level 3, the biggest hauling upgrade on the list

From RV 5 onwards nothing here is mandatory. Panpanta and Waleetle are examples of how to deepen a job you lean on heavily, not required catches: by this point your Home is going to look different from mine.

Late game workers and special forms

Luminelle’s three forms compared: basic Lightning 3 and Artisanship 3, Rainstorm Lightning 4 and Water 4, Prismana Lightning 4 and Light 4

Special forms are where job level 4 lives, and they are the strongest Homeland workers in the game. Rainstorm Luminelle gives Lightning 4 and Water 4, and Prismana Luminelle gives Lightning 4 and Light 4, but both are hard to get or late game, so do not chase them early.

Luminelle is already helpful in its basic form, and our index lists it in Tideblossom Coast along with both of those forms. The same idea runs across the roster, and our complete forms guide covers how each variant is triggered.

The forms also line up neatly with our element data: Rainstorm Luminelle is Lightning and Water in our index, Prismana Luminelle is Light and Lightning, and those are exactly the two jobs each boosts. The elemental job a worker brings tracks the elements on its index entry, which makes the Aniidex a useful shortcut when a creature is not in my sheet yet.

There is one job I have deliberately not forced into this route: Light. It is one of the 13, but there is no reason to reserve a worker for it permanently. If something you are actively producing asks for Light, cover it. Otherwise let the formula tell you what you need.

There are also strong workers I did not name. Somniwing is probably one of the best creatures you can have at your homestead, but it is very late game, and our index records no habitat for it at all, so there is no catch route to point you at yet.

By RV 8 you are looking at around 30 possible workers, with multiple level 3 options per job, dedicated hauling and several crafters. That is where Homeland stops being a checklist and becomes a decision about what you want to produce.

The free Aniimo Homeland spreadsheet, and final tips

AniimoSync’s free Aniimo Homeland spreadsheet, one row per Aniimo form with its job levels

Yes, there is a free Aniimo Homeland spreadsheet, and it lists the Homeland abilities of Aniimo and their different forms. I spent a long time compiling it during beta 3, it can be exported, downloaded and shared, and you can find it here: AniimoSync’s free Aniimo Homeland spreadsheet.

Use it the way I do: when a slot opens and you are unsure what to put in it, check the sheet instead of catching creatures one by one to inspect them.

The five things I would keep in your head from all of the above:

  1. Cover first, optimise second. A level 1 worker in a required job beats a level 4 worker in a job the formula does not list.
  2. Value multi-job workers. Slots are the scarce resource, not creatures.
  3. Keep food stocked. Hungry workers stop working.
  4. Reinforce what is actually slow. Products backing up means Carry. Slow crafting means Artisanship.
  5. Catch a second copy of anything you also fight with, because a Home worker cannot sit in your active battle roster.

All of this came out of the beta, so the locations especially may move at launch. Use it as a route, not a contract, and we will re-verify it against the live build. If you are still assembling your first day plan, the 10 things to do first puts Homeland in order alongside everything else that opens on day one.

Until next time, my fellow Pathfinders.

  1. How do you unlock Homeland in Aniimo?

    The launch client gates the Homeland menu on the Student II title, printing “Unlocks at Student II.” on the locked entry, and its own title table puts that band at Pathfinder level 25. AniimoSync reached it at around account level 20 in beta 3. Either way the route is the same quest chain, Prologue: The Wondrous RV, which ends with selling surplus wheat to the Co-op Store. RV level 1 is a manual tutorial: worker automation only begins at RV level 2.

  2. How do you unlock the RV in Aniimo?

    You unlock the RV by completing the quest chain Prologue: The Wondrous RV, which starts with the objective “A vehicle rests upon Nimbus Fields...”. You follow Fannie and take a tour of her RV, collect your RV, arrive at the Sea of Flowers RV Park, find Park Manager Ben and activate the park, find your RV, clear the waste ground with the Cleanup objective, then place a farmland plot, set the farmland recipe to Wheat, plant it, place 4 farmland plots, view orders from Astra, submit an order and sell surplus wheat to the Co-op Store. Completing that chain plus four farmland plots is exactly what RV 2 asks for, and RV 2 is where 8 workers and hauling begin.

  3. What are the best Homeland workers in Aniimo?

    The best early workers are the ones covering several jobs from one slot, because RV 2 gives only eight positions. From AniimoSync beta 3 testing that is Turbo (Wind 3, Leisure 3), Shrubclaw (Earth 3, Grass 3, Carry 1), Fragrancier (Dark 3, Leisure 3, Perfumery 3), Thornblade (Grass 3, Artisanship 3), Stellarys (Dark 3, Leisure 3) and Glacy (Water 3, Ice 3, Carry 1), with Emberpup and Pranky as temporary cover. Later, Grizbo stands out at Earth 3 and Carry 3, the first real hauling specialist.

  4. What are the 13 Homeland jobs in Aniimo?

    Nine elemental jobs and four general ones. The elemental jobs are Fire (heat and cooking), Water (watering and brewing), Grass (planting and gathering), Earth (land and mining), Lightning (electricity and power), Ice (cooling), Wind (milling, spinning and processing), Dark (harvesting, cutting and drawing) and Light (illumination). The general jobs are Carry (hauling goods into storage), Artisanship (crafting, including Aniipods and furniture), Leisure (play and leisure facilities) and Perfumery (incense and scented goods).

  5. What does the Homeland job level mean?

    It is work speed in workload per minute, not a combat level. A level 1 worker does 60 workload per minute, level 2 does 75, level 3 does 90 and level 4 does 105. Coverage still comes first: a level 4 worker in a job the facility does not use contributes nothing, while a level 1 worker in a required job keeps the chain running.

  6. How do you upgrade the RV in Aniimo?

    You complete the RV upgrade requirements, which in beta 3 meant placing the required production plots, finishing Homeland missions and reaching a Pathfinder title. RV 2 needed the Intermediate Student title, which starts at Pathfinder level 25, plus Aniimo to the Rescue Part One. Later levels want Veteran Student at 35, Beginner Wayfarer at 40, Intermediate Wayfarer at 45 and Veteran Wayfarer at 50, along with more farmland, woodland and mineral piles.

  7. Can a Homeland worker also fight in your team?

    No. An Aniimo assigned to your Home cannot stay in your active field battle roster. If a creature is good in both places, catch a second copy and send that one to work. Homeland does allow duplicates, so you can run several of the same Aniimo on your production chains if that is what your formulas need.

  8. Is there an Aniimo Homeland spreadsheet?

    Yes. AniimoSync built a free Homeland spreadsheet during beta 3 that lists the Homeland abilities of Aniimo and their different forms. It can be exported, downloaded and shared freely, and it is the fastest way to check which creature covers a job before you go and catch it. The numbers in it come from the beta, so expect some drift once the live build lands.

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