By Jay / / Games

ANIIMO Homeland introduces a separate progression system where the Animo you collect are not only useful for combat. They can also become workers that handle farming, crafting, transportation, mining, cooking, and other activities around your Homeland.

For beginners, the most important thing is understanding how the RV, worker slots, production facilities, and 13 Homeland Jobs work together. The best early workers are not necessarily the rarest Animo, but the ones that cover several useful jobs while taking up only one worker slot.

Homeland, Home, and RV Explained

There are three terms you need to understand before getting deeper into the Homeland system. Homeland refers to the overall housing and production system, while your Home is the actual area where you place farmland, woodland, mineral piles, storage, production facilities, decorations, and workers.

The RV acts as the main progression hub for your Homeland. Your Pathfinder progression and RV progression are separate, meaning your Pathfinder level does not automatically increase your RV level. Pathfinder progression determines what areas and Animo you can reach, while RV progression unlocks more worker capacity and Homeland features.

How to Unlock Homeland

ANIIMO Homeland Beginner Guide, All You Need to Know Explained & Unlocked!

In the beta, Homeland became available after reaching Pathfinder Level 20 and completing the Home Invitation objective. You then meet Fanny and receive an RV, which becomes your main entry point for Homeland progression.

After setting up the RV, you need to register it at the park board and use the portal behind the RV to reach your actual Home. The early tutorial then introduces the basic production system through farmland and manual harvesting.

Your first production cycle is intentionally simple. You place the farmland, add seeds, wait for the crop to grow, harvest it, and collect the results yourself.

RV Level 1: Your Preparation Phase

RV Level 1 should not be treated as the point where you need a perfect worker team. It is mainly a tutorial and preparation stage where you learn how production works before automation becomes available.

During this stage, start catching Animo that can eventually become useful workers. Building this early roster saves you from having to travel back through previous areas once RV Level 2 unlocks automated production.

You can also sell early crops through the Home Co-op Store to earn Home Coins. These coins are important for expanding and upgrading the production side of your Homeland.

How Homeland Production Works

ANIIMO Homeland Beginner Guide, All You Need to Know Explained & Unlocked!

Homeland production follows a straightforward loop. First, place the facility you want to use, then select the product or recipe you want to make. The production formula will show which Jobs are required for that particular item.

If a required Job has no worker assigned to it, that part of the production chain is not covered. You need to assign an Animo with the appropriate Job before production can properly run.

Once production starts, the worker’s Job Level determines how quickly that task is performed. Carry workers then help move finished products from facilities into storage, preventing your production buildings from becoming clogged.

Keep Your Workers Fed

Food is an important part of maintaining your Homeland workforce. Your workers need to stay supplied with food, and neglecting this can cause them to become unhappy and stop working.

Because of this, food production should not be ignored while you focus on other upgrades. A strong worker roster will not help much if your Animo are not properly maintained.

All 13 Homeland Jobs

ANIIMO has 13 different Homeland Jobs. Nine of them use familiar elemental names, but these Jobs are separate from combat roles. They represent specific types of work that Animo can perform inside your Home.

The nine elemental Jobs are:

  • Fire: Handles heat-related work and cooking.
  • Water: Handles watering and brewing.
  • Grass: Used for planting and gathering.
  • Earth: Handles land-related work and mining.
  • Lightning: Used for electricity and power.
  • Ice: Handles cooling-related tasks.
  • Wind: Used for milling, spinning, and processing.
  • Dark: Handles harvesting, cutting, and drawing.
  • Light: Used for illumination.

There are also four general Jobs:

  • Carry: Moves finished products from facilities to storage.
  • Artisanship: Handles crafting, including furniture and other crafted goods.
  • Leisure: Used by play and leisure facilities that produce certain materials.
  • Perfumery: Handles incense, perfumes, and other scented products.

You do not need every Job covered by every worker. Instead, check the production formula for each facility and assign workers based on the Jobs that are actually required.

Understanding Homeland Job Levels

The number shown beside a Job represents the worker’s production speed rather than their combat level. A Level 1 worker performs at 60 workload per minute, while higher levels increase that output. The beta values were:

  • Job Level 1: 60 workload per minute
  • Job Level 2: 75 workload per minute
  • Job Level 3: 90 workload per minute
  • Job Level 4: 105 workload per minute

Higher Job Levels are obviously useful, but coverage should always come first. A Level 4 worker assigned to a Job your current facility does not need is less useful than a Level 1 worker covering a Job that is completely missing.

The basic rule is simple: cover every required Job first, then improve the slowest or weakest Jobs as better workers become available.

Important Worker Rule

An Animo assigned to your Homeland cannot simultaneously remain in your active combat roster. If you have a favorite combat Animo that also happens to be an excellent worker, consider catching another copy for your Homeland.

This lets you keep your combat team intact while still benefiting from the worker’s abilities. You can also use multiple copies of the same Animo in your Homeland if you need additional coverage for a particular Job.

RV Progression and Worker Capacity

ANIIMO Homeland Beginner Guide, All You Need to Know Explained & Unlocked!

RV progression determines how many Animo you can assign as workers. The beta showed the following capacity progression:

  • RV1: Manual production phase
  • RV2: 8 workers
  • RV3: 11 workers
  • RV4: 14 workers
  • RV5: 17 workers
  • RV6: 20 workers
  • RV7: 23 workers
  • RV8: 26 workers
  • RV9: 30 workers
  • RV10: Final beta level shown, with no additional worker capacity listed

These requirements were also connected to Pathfinder progression. The exact requirements may change after launch, so treat these numbers as a reference rather than permanent requirements.

In the beta, RV2 through RV4 were connected to the Intermediate Student progression starting around Pathfinder Level 25. RV5 required Veteran Student around Level 35, while RV6 and RV7 moved into Beginner Wayfarer around Level 40.

RV8 required Intermediate Wayfarer around Level 45, while RV9 was connected to Veteran Wayfarer around Level 50.

Best Early Workers for RV2

ANIIMO Homeland Beginner Guide, All You Need to Know Explained & Unlocked!

RV2 is where the worker system starts becoming much more important. You get eight worker slots, so multi-purpose Animo are extremely valuable because one worker can cover several Jobs. A strong early roster from the beta included:

  • Ember Pup
  • Pranky
  • Turbo
  • Shrubclaw
  • Stellaris
  • Thorn Blade
  • Fragrancier
  • Glacy

These workers provide coverage across several different Jobs without requiring too many separate worker slots.

Ember Pup

Ember Pup provides Fire Level 1 and Carry Level 1. It is particularly useful during the early Homeland setup because Fire coverage is needed to get the initial production system running.

However, Ember Pup is more of a temporary worker. Once Scorchow becomes available, you can replace Ember Pup with it because Scorchow provides Fire Level 3 and Carry Level 1.

Pranky

Pranky provides Water Level 2 and Carry Level 1. It is another useful early worker that helps cover Water before stronger options become available.

Later, Leafy becomes a better option because it provides Water Level 3, Grass Level 3, and Carry Level 1. This gives you stronger Water coverage while adding another useful Job to the same worker slot.

Turbo

Turbo is one of the early workers worth keeping for a longer period. It provides Wind Level 3 and Leisure Level 3, giving you strong coverage across two different Jobs.

Because both Jobs can become useful as your Homeland develops, there is little reason to rush into replacing Turbo during the early stages.

Budclaw and Shrubclaw

Budclaw initially provides Earth Level 1, Grass Level 1, and Carry Level 1. Its main value is that it can eventually evolve into Shrubclaw.

Shrubclaw improves the same general coverage to Earth Level 3, Grass Level 3, and Carry Level 1. This makes it a strong multi-purpose worker for early Homeland progression.

Stellaris

Stellaris provides Dark Level 3 and Leisure Level 3. Having multiple useful Jobs on one Animo makes it valuable when worker capacity is still limited.

The combination is especially useful during the early automated stage because you can cover Dark and Leisure without using two separate worker slots.

Thorn Blade

Thorn Blade provides Grass Level 3 and Artisanship Level 3. This combination becomes useful when you start expanding beyond basic farming and begin producing more crafted goods.

It is another example of why you should look at an Animo’s complete Job distribution rather than focusing on only one stat.

Fragrancier

Fragrancier provides Dark Level 3, Leisure Level 3, and Perfumery Level 3. Perfumery is one of the less common Homeland Jobs, making this Animo particularly useful when you start producing goods that require it.

Having three useful Jobs on one worker is also valuable when you are still limited by your RV’s worker capacity.

Glacy

Glacy provides Water Level 3, Ice Level 3, and Carry Level 1. It is an excellent addition to the first automated workforce because it covers multiple Jobs while also providing Carry.

Once RV2 becomes available, Glacy can fill one of the final slots in your initial worker roster.

Best RV2 Starting Workforce

ANIIMO Homeland Beginner Guide, All You Need to Know Explained & Unlocked!

The first eight workers can therefore look like this:

  • Ember Pup
  • Pranky
  • Turbo
  • Shrubclaw
  • Stellaris
  • Thorn Blade
  • Fragrancier
  • Glacy

This setup does not cover all 13 Jobs, and that is completely fine. The goal at this stage is to cover as many useful production requirements as possible using Animo that are realistically obtainable during early progression.

RV3 Worker Recommendations

RV3 increases your capacity to 11 workers. At this point, the focus begins shifting from simply covering Jobs to having enough workers to operate multiple production chains simultaneously.

Glancera is a useful addition because it provides Ice Level 3 and Artisanship Level 3. Even if another worker already covers Ice, having another strong Ice worker becomes useful when several facilities require the same Job.

Blazen is another important addition. It provides Lightning Level 3 and Artisanship Level 3, helping cover Lightning while also improving your crafting capacity.

The remaining RV3 slot can be treated as a flexible position. If products are piling up, use a Carry worker. If crafting is slow, add Artisanship. If a particular elemental Job is constantly being requested, add another worker for that element.

RV4 Worker Recommendations

RV4 increases the workforce to 14 workers. At this point, you should start thinking about production volume rather than simply having one worker for each Job.

Sherro provides Water Level 3 and Leisure Level 3. Even if you already have Water coverage, another Level 3 Water worker can help when several production chains are running simultaneously.

Bouldest provides Earth Level 3 and Leisure Level 3. This gives you additional Earth capacity without replacing Shrubclaw, allowing both workers to operate on different production requirements when necessary.

RV5 and Beyond

Once you reach RV5, there is no single fixed roster that every player needs to follow. Your Homeland will begin to differ based on the facilities you have built and the products you are producing.

Some additional workers can be used to strengthen existing Jobs. For example, Penanta can provide Water Level 3 and Leisure Level 3, while Widle offers Earth Level 3 and Leisure Level 3.

These workers are not mandatory replacements. Think of them as additional options when your Homeland starts needing more coverage for specific Jobs.

RV6 Worker Recommendations

RV6 increases the total worker capacity to 20. This is where dedicated coverage for specific Jobs becomes increasingly useful.

Finnmane provides Lightning Level 3 and Carry Level 1. It gives you another strong Lightning worker while still contributing to transportation.

Grisbow is particularly useful because it provides Earth Level 3 and Carry Level 3. Its stronger Carry ability makes it valuable when finished products start accumulating faster than your existing workers can transport them.

Helggon provides Wind Level 3 and Carry Level 1. This gives you another strong Wind worker while also helping move completed products.

RV7 Worker Recommendations

RV7 increases capacity to 23 workers. By this stage, your Homeland should already have enough basic coverage that you can begin building around your specific production needs.

Rookie is one useful addition because it provides Dark Level 3 and Artisanship Level 3. This gives you another strong worker for both Dark-related production and crafting.

At this point, avoid filling every empty slot with random Animo. Empty or flexible positions can be more useful because they allow you to react to your Homeland’s current bottlenecks.

RV8 Worker Recommendations

RV8 increases the workforce to 26 workers. One particularly useful addition is Magmarax, which provides Fire Level 3, Earth Level 3, and Carry Level 1. This is exactly the type of worker that becomes valuable in a larger Homeland. One slot gives you two strong elemental Jobs along with transportation support.

Other options such as Baleite can provide additional Earth and Carry coverage, while Erlath can be considered when you specifically need another Water worker.

What About Light Jobs?

Light is one of the 13 Homeland Jobs, but there is no reason to dedicate a worker to it simply because you want every Job represented.

Instead, wait until a production formula actually requires Light. Once it does, find an Animo that can provide the necessary level and assign it to the facility.

Later options such as Luminell can become especially interesting. Certain variants can provide combinations such as Lightning and Water or Lightning and Light at higher levels. However, these types of workers are more difficult to obtain and should not be a priority during the early game.

Late-Game Homeland Workers

Some of the strongest Homeland workers may not be worth chasing early. Special variants and rare Animo can provide excellent Job combinations, but spending too much time searching for them before your basic production system is established can slow down your overall progression.

Somnowing is another example of a potentially powerful late-game Homeland option. However, players should focus first on building a functional workforce using Animo that naturally become available during normal progression.

Once your RV reaches the higher levels, your own production requirements become more important than following a fixed list.

How to Build Your Homeland Workforce

ANIIMO Homeland Beginner Guide, All You Need to Know Explained & Unlocked!

The most important rule is to look at what your Homeland actually needs. Do not automatically replace a worker simply because you found another Animo with a higher Job Level.

For example, if you already have enough Water workers but are constantly running out of Carry capacity, another Water worker will not solve the problem. A Carry-focused Animo would be more useful.

Use this simple process whenever you add a new facility:

  • Check the production formula.
  • Identify every required Job.
  • Make sure each required Job has coverage.
  • Check the Job Level of each worker.
  • Upgrade the weakest or slowest Job.
  • Add Carry workers if finished products are piling up.
  • Add Artisanship workers if crafting becomes a bottleneck.
  • Use flexible worker slots for Jobs your Homeland currently needs.

ANIIMO Homeland is less about creating one perfect worker team and more about building a workforce that matches your current production needs. Early on, multi-purpose Animo are extremely valuable because worker capacity is limited and each slot needs to provide as much coverage as possible.

For the early game, workers such as Turbo, Shrubclaw, Stellaris, Thorn Blade, Fragrancier, and Glacy provide useful combinations of Jobs. As your RV level increases, you can gradually replace weaker workers and add stronger specialists such as Scorchow, Leafy, Glancera, Blazen, Grisbow, Helggon, Rookie, and Magmarax.

Keep in mind that these recommendations are based on beta information. Animo locations, Job values, RV requirements, and other Homeland mechanics may change when ANIIMO officially launches, so use this guide as a progression reference rather than a permanent list.

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About Jay
A Content writer for Roonby.com Contact me on [email protected], we can't reply to gmail for some reason.