Introduction
Your Homeland is the heart of your Aniimo progression. It unlocks at Wayfarer level 20 and expands into a multi-area base where you build facilities, manage farms, and automate production. Unlike combat or exploration, the Homeland is a slow-burn investment that pays off in coins, resources, and convenience over time. This guide covers every facility type, the farming loop, worker assignment strategy, and the automation systems that turn your base into a passive income engine.
If you are new to the Homeland, start by building a field and storage pair immediately rather than chasing combat gear. The early supply chain gives you materials faster than grinding enemies, and it sets up the foundation for everything else.
What Your Homeland Is
The Homeland is a persistent base of facilities, fields, and housing that you unlock through Wayfarer level 20 progression. Once available, it becomes your central hub for passive income, resource generation, and worker management. You can build each station one at a time, assign a worker Aniimo to operate it, and automate production cycles so it runs while you are away.
Coins and Bud Tickets are the two end outputs, and the choice of which to chase changes the optimal supply chain. Every facility refines one step in the production path. The full route from seed to finished good is a short chain with two to four hops. You do not need to build every facility before making progress — focus on the core triangle of field, mill, and storage first, then expand into workshops and kitchens as your resources allow.
Facilities and What They Do
The Homeland database tracks eighteen facilities from fields and mills to workshops and kitchens. Each station takes raw produce and refines it one step, so the production chain is modular and expandable.
- Field — grows seed crops on timed cycles. Fields are the starting point of every supply chain and should be your first build.
- Mill — grinds harvested crops into basic flour or feed. Mills are the second hop in the production path and connect fields to everything else.
- Workshop — crafts intermediate goods from milled produce and gathered materials. Workshops unlock more complex recipes and are essential for high-tier production.
- Kitchen — cooks finished meals from processed ingredients. Kitchens are the final hop and turn your supplies into coins or Bud Tickets at the store.
- Storage — holds stockpiled produce, refined goods, and finished products. Storage capacity scales with RV levels and components, so plan ahead.
- Home — houses your assigned workers and provides passive bonuses based on worker placement. Homes are not just cosmetic — they affect efficiency.
You do not need to build all eighteen facilities before seeing results. The field, mill, and storage triangle gives you a functional production loop. Workshops and kitchens come later as your resource pool grows.
Farming and Automation
Farming in the Homeland is a timed cycle system. Each field grows a crop over a set duration, and the output depends on the crop type and any active bonuses from nearby facilities or workers.
Assign a worker Aniimo whose ability matches the station. A Fire worker on a smelter, a Grass worker on a field, and a Water worker on a kitchen each carry a passive bonus for that station. Matching abilities is more important than worker level — a low-level Fire worker on a smelter outperforms a high-level Water worker on the same station.
Automation runs while you are away. The system delivers produce to storage automatically, processes it through connected facilities, and queues finished goods for sale. You do not need to stay online to keep the chain running — the Homeland operates on real-time cycles even when you log out.
The Evaluator helps decide whether a fresh catch is a worker, combat project, or collection keep. Check the Evaluator before assigning any worker, because a mismatched ability wastes a slot and slows your entire supply chain.
Workers and Staffing
Staffing decisions matter as much as the facility choice. You have a limited number of worker slots, and each slot should go to an Aniimo whose ability matches the station it serves.
The Collection Tracker shows which Aniimo you have already registered and their current ability ratings. Use the Tracker to avoid duplicate assignments — you do not want three Fire workers on Fire stations when you have Water workers sitting unused in storage.
Worker levels provide small stat boosts, but ability matching is the primary concern. A level 30 Fire worker on a smelter and a level 5 Fire worker on the same smelter both benefit from the Fire bonus — the higher-level one just gets a slightly bigger multiplier.
Combat projects and collection keeps are secondary uses for workers. If you have extra slots after staffing your facilities, assign remaining workers to combat training or collection milestones rather than leaving them idle.
Strategy: Coins or Bud Tickets?
Coins are the general currency used for upgrades, storage expansion, and facility repairs. Bud Tickets are the Homeland pass track currency, used for exclusive decorations and bonus workers.
The choice of which to chase changes your optimal supply chain. Coins favor high-volume, low-margin production — fields and mills running continuously for steady income. Bud Tickets favor low-volume, high-margin production — workshops and kitchens creating rare items that sell for more per cycle.
Check the Optimizer with your current facilities and let the math pick the better path for the day. The Optimizer compares your production chain against current market rates and suggests whether coins or Bud Tickets will give you more value per hour of play.
Offline Progression Tips
Since automation runs in real-time while you are offline, you should always think about what your chain will be producing when you next log in. Stack up raw materials before going offline, ensure your storage has room, and check your Optimizer to confirm you are running the right path for current conditions. When you return, collect earnings, restock fields, and adjust staffing as needed.
FAQ
| Question | Answer |
|---|---|
| When does Homeland unlock? | At Wayfarer level 20. Open it immediately and build your first field and storage pair rather than waiting for combat upgrades. |
| What should I automate first? | A field, a mill, and a storage. That triangle covers planting, refining, and stockpiling before you branch into workshops and kitchens. |
| Coins or Bud Tickets? | Coins are general currency, Bud Tickets are the Homeland pass track. Check the Optimizer with your current facilities to decide. Early game favors coins; late game catches up with Bud Tickets. |
| Do I need all eighteen facilities? | No. The field, mill, and storage triangle gives you a functional production loop. Workshops and kitchens come later as your resource pool grows. |
Summary
Your Homeland is a slow-burn investment that pays off in coins, materials, and convenience. Start with a field, mill, and storage pair. Match worker abilities to stations before worrying about levels. Automate early and let the system run while you explore. Coins and Bud Tickets are both viable end goals — use the Optimizer to pick the right path for your current facilities. Build what you need, expand when you can, and never leave a worker slot unused if a matching ability is available.
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