Aniimo Homeland Guide: RV Upgrades, Facilities and the Best Workers
Aniimo Homeland guide: all 20 RV upgrade costs and conditions, what the 22 facilities and 13 jobs do, how to assign workers and which upgrades to rush first.
Your Homeland is the part of Aniimo that keeps working when you stop. Aniimo you place there plant, mine, cook, brew and haul, and almost everything it produces feeds back into the RV that runs the whole system. The catch is that the RV gates everything: how many Aniimo you can place, which facilities you can build, and how high they level. This guide explains how those pieces fit together, using the retail game files (build 1.0.3551601). For the exact worker rankings, use the Homeland job rankings and the crew planner.
How the Homeland works
The loop has three parts. Facilities turn inputs into outputs: Farmland and Woodland grow crops and wood from seeds, the Mine produces stone and ore, and processing stations such as the Chimney Kiln or Carousel Mill refine those into materials and food. Workers are the Aniimo you place in your Home; each one has one or more Homeland jobs (Grass, Fire, Carry and so on) at a job level from 1 to 4, and a recipe only runs if a worker with the matching job is assigned. The RV is the progression gate: its level sets your worker cap, your facility cap, and which RV modules and facility levels you can buy.
The Home story starts with the quest Prologue: The Wondrous RV, which the game files place in Nimbus Fields with a recommended level of 10 ("A strange vehicle sits parked in Nimbus Fields"). RV 1 is the basic RV "gifted by Fannie, the chief inventor of GoGoHomes" and unlocks the Rest Module. Workers only arrive at RV 2, which the files describe as "You can now place 8 Aniimo in your Home. Aniimo can help out now!" The files don't record anything else about when the Homeland itself opens, so treat that first quest as your starting point.
Recipes are measured in workload rather than fixed time. By the site's reading of the data, a worker with a higher job level clears the workload faster (see the facilities database for each recipe's workload). One useful fact from the recipe table: no facility recipe in the files asks for a job level above 3. A level-3 worker unlocks every recipe in its job, and level 4 only makes it faster.
RV upgrade ladder: slots, Home Coins and conditions
Every RV level also raises your cap on functional facilities and adds new stock to the Home Shop and Furniture Store, so the table only lists what else changes. "F / W / M" means the number of Farmland plots, Woodland plots and Mines you must have placed. Home Coins are the main cost at every level. The Home Coin's own item text says they upgrade the RV, and you earn them from Home Orders and by selling Home materials at the Co-op Store, so the currency guide is the other half of this table.
| RV | Aniimo slots | Home Coins · build time | Key conditions | Main unlock |
|---|---|---|---|---|
| 1 | — | Gift from Fannie | — | Rest Module (Stamina increased) |
| 2 | 8 | 140 · 30 s | 4 F; quest The Wondrous RV | Aniimo can work; Storage Units and hauling; Kitchen Module |
| 3 | 11 | 800 · 5 min | 6 F, 3 W; quest Together with Aniimo | Ecological Module for sale; Rest Module Lv. 2 |
| 4 | 14 | 2,900 · 15 min | 8 F, 4 W, 2 M; quest Richer Yields | Orders can be refreshed; Kitchen Lv. 2 |
| 5 | 17 | 7,300 · 45 min | 10 F, 5 W, 1 Well; quest New Recipes | Facility level cap raised; Resource Detector and Crafting Module for sale |
| 6 | 20 | 32,000 · 1.5 h | 12 F, 6 W, 3 M; quest Time to Explore: Part 1 | Signal Transmitter: Aniimo at Parks go on trips; Plant Research Module |
| 7 | 22 | 69,000 · 2 h | Student III title; 14 F, 7 W; quest Environmental Control System: Part 1 | Ecological and Crafting Modules Lv. 2 |
| 8 | 24 | 180,000 · 2.5 h | 16 F, 8 W, 4 M; quest Dream Cottage: Part 1 | Homebuilding Zone (produces Wish Stars) |
| 9 | 26 | 260,000 · 3 h | 18 F, 9 W, 2 Wells | More orders; Incubation Reaction Module for sale |
| 10 | 28 | 510,000 · 3.5 h | 13,000 Habitability; 20 F, 10 W, 5 M; quest Dream Cottage: Part 2 | Home Season event; Crafting Lv. 3, Kitchen Lv. 4 |
| 11 | 30 | 680,000 · 4 h | Wayfarer I title; 13,500 Habitability; 22 F, 11 W; quest Festival of Astra | Signal Transmitter Lv. 2 |
| 12 | 32 | 1,060,000 · 4.5 h | 14,000 Habitability; 24 F, 12 W, 6 M; quest Facilities, Orders, and Life: Part 1 | More orders; Power Module for sale |
| 13 | 34 | 1,930,000 · 5 h | 14,500 Habitability; 26 F, 13 W | Resource Detector Lv. 4, Kitchen Lv. 5 |
| 14 | 36 | 2,620,000 · 6 h | 15,000 Habitability; 28 F, 14 W, 7 M; quest Facilities, Orders, and Life: Part 2 | Power Module Lv. 2 |
| 15 | 38 | 3,760,000 · 7 h | Wayfarer II title; 15,500 Habitability; 30 F, 15 W | More orders; Plant Research Lv. 4 |
| 16 | 40 | 4,900,000 · 8 h | 16,000 Habitability; 32 F, 16 W, 8 M | Signal Transmitter Lv. 3, Power Lv. 3 |
| 17 | 42 | 8,630,000 · 9 h | 17,000 Habitability; 34 F, 17 W | Crafting Lv. 5, Ecological Lv. 8 |
| 18 | 43 | 11,600,000 · 10 h | 18,000 Habitability; 36 F, 18 W, 9 M | More orders; Power Lv. 4 |
| 19 | 44 | 17,100,000 · 11 h | Wayfarer III title; 19,000 Habitability; 38 F, 19 W | Crafting and Kitchen Lv. 7 |
| 20 | 45 | 20,800,000 · 12 h | 20,000 Habitability; 40 F, 20 W, 10 M; quest Lucky Gift | Power Module Lv. 5 |
The RV screen and the quest log name some of the same Home story acts differently. The quest log lists them as numbered acts, for example Act Two: A Richer Harvest, Act Three: A Whole New Formula, Act Four: Go Out and Explore (Part 1) and Act Six: The Dream House (Part 1). Going by order and theme, these appear to be the "Richer Yields", "New Recipes", "Time to Explore" and "Dream Cottage" conditions, but the files don't link the two names directly. The titles (Student III, Wayfarer I–III) and Habitability are named as conditions, but the files don't say how you earn them.
The smallest crew that covers every Homeland job
Homeland Planner finds the fewest Aniimo that cover the jobs you need, and shows the best worker for each one.
- Minimum crew finder
- Best worker per job
- Pick only the jobs you need

RV materials: the lumber and ore chain
From RV 7, every upgrade also costs one wood material and one ore material, and the tier goes up every few levels. All of them come from just two facilities. The Woodworking Bench (Artisanship) turns 8 Wood Block into Rough Lumber and then steps each tier up the same way. The Chimney Kiln (Fire) does the same with Mineral Sand from your Mine. The files don't resolve the material cost for RV 3–6, so those rows only show Home Coins.
| RV levels | Wood material (total) | Ore material (total) | Made from | Worker needed |
|---|---|---|---|---|
| 7–10 | Rough Lumber ×4,910 | Coarse-Sifted Ore ×4,200 | 8 Wood Block / 8 Mineral Sand (facility Lv. 1) | Artisanship 1, Fire 1 |
| 11–14 | Standard Planks ×4,050 | Sintered Ore Brick ×2,650 | 8 of the previous tier (facility Lv. 2) | Artisanship 1, Fire 1 |
| 15–18 | Laminated Beams ×2,300 | Refined Ore ×1,360 | 8 of the previous tier (facility Lv. 3) | Artisanship 3, Fire 3 |
| 19–20 | Densified Timber Component ×890 | Microcrystalline Ore Plate ×490 | 4 of the previous tier (facility Lv. 4) | Artisanship 3, Fire 3 |
Facilities at a glance
There are 22 facilities. The job column is the job the files tag each facility with. Three facilities (Well, Phonolfactory Table and Bouncy Brew Keg) have no job tag on any of their recipes. The game's job descriptions point to Water ("brewing, fetching water") and Perfumery ("the perfume station") for them. Every facility page lists its recipes level by level, with inputs and workload.
| Facility | Job | Max level | Recipes | Makes (examples) |
|---|---|---|---|---|
| Farmland | Grass, Dark | 7 | 21 | Crops such as Wheat from seeds |
| Woodland | Grass, Dark | 6 | 17 | Wood, bamboo, fruit trees |
| Mine | Earth | 6 | 6 | Rock, Clay, Shell, ores, gems |
| Well | Not tagged | 5 | 8 | Well Water, fresh water |
| Woodworking Bench | Artisanship | 4 | 4 | The RV lumber chain |
| Chimney Kiln | Fire | 4 | 4 | The RV ore chain |
| Claw Game Cooker | Fire | 7 | 16 | Bread, roasted dishes |
| Simmering Pot | Fire | 6 | 14 | Porridge, sauces, rock candy |
| Blazing Stove | Fire | 5 | 18 | Rice balls, soups, fried rice |
| Carousel Mill | Wind | 6 | 10 | Wheatmeal, tofu, milled rice |
| Joy Wheel Loom | Wind | 4 | 6 | Thread, yarn, fabric |
| Jukebox Dryer | Dark | 7 | 12 | Chips, dried fruit and flowers |
| Pickling Jar | Dark | 5 | 11 | Soy sauce, pickles, salted blossoms |
| Bouncy Brew Keg | Not tagged | 5 | 16 | Teas and juices |
| Phonolfactory Table | Not tagged | 6 | 13 | Incense |
| Aniipod Maker | Lightning | 3 | 3 | Aniipod, Aniipod Pro, Aniipod Mega |
| Dance Pad Polisher | Lightning | 3 | 3 | Growth Bud, Growth Flower, Growth Fruit |
| Nimbus Bed | Leisure | 3 | 3 | Wool, petals |
| Dewy House | Leisure | 2 | 2 | Aromathyst |
| Tidewhisper Sandcastle | Leisure | 3 | 3 | Sea salt, pearls |
| Starfall Hammock | Leisure | 1 | 1 | Stars |
| Floral Windmill | Leisure | 1 | 2 | Scales |
Two numbers on the facility rows matter for planning. Gathering facilities have an output limit that grows with level: Farmland holds 5 at Lv. 1 and 35 at Lv. 7, Woodland 8 to 28, and the Mine 6 to 36. Processing stations, the Mine and the Well list a power requirement per level, from 15 at Lv. 1 on most stations up to 105 on a Lv. 7 Claw Game Cooker or Jukebox Dryer, and 180 on a Lv. 6 Mine. The Home story introduces power in Act 8: Facilities, Orders, and Life: Part 2 ("Fannie has introduced a power system to the Home!"), and the RV sells the Power Module from RV 12. The files don't spell out how much power each module supplies.
What each Homeland job is for
| Job | What it does | Facilities that use it | Top level |
|---|---|---|---|
| Grass | Planting seeds, gathering | Farmland, Woodland | 4 |
| Dark | Harvesting, cutting, pickling, drying | Farmland, Woodland, Jukebox Dryer, Pickling Jar | 4 |
| Earth | Reclaiming land, mining | Mine (Earth 3 from Mine Lv. 4); also accepted on two plot crops | 4 |
| Fire | Cooking, smelting, heat | Claw Game Cooker, Simmering Pot, Blazing Stove, Chimney Kiln | 4 |
| Wind | Processing with wind | Carousel Mill, Joy Wheel Loom | 4 |
| Artisanship | Handcrafted goods | Woodworking Bench | 4 |
| Lightning | Manipulating electricity | Aniipod Maker, Dance Pad Polisher | 4 |
| Leisure | Produces items while playing | Nimbus Bed, Dewy House, Sandcastle, Hammock, Windmill | 4 |
| Carry | Hauling produce to Home storage | All (moves stockpiles) | 4 |
| Water | Brewing, fetching water, watering | No recipe tag; likely Well and Brew Keg | 4 |
| Perfumery | Working the perfume station | No recipe tag; likely Phonolfactory Table | 3 |
| Ice | Cooling the Homeland | No facility recipe | 4 |
| Light | Illuminating the Homeland | No facility recipe | 3 |
Two things stand out. First, Fire is the busiest processing job, running four stations and 52 recipes, and it also makes half the RV materials. Second, Grass and Dark share Farmland and Woodland: some crops list Grass and Dark together, and several list only Dark, which matches the game's description of Dark workers as harvesters. A plot crew with both jobs covers every crop recipe in the files. Only 2 species in the files have Perfumery at all, and only 11 forms have Light, so those jobs are hard to staff. Check the Perfumery and Light boards before you plan around them.
Worker assignment principles
- 1Match the job, then the level
A worker without the facility's job does nothing there. Once the job matches, check the recipe's required level. The files only use levels 1 and 3, so the real line is "level 3 or not". A level-2 worker runs every level-1 recipe but none of the level-3 ones.
- 2Value multi-job Aniimo
Slots are the scarcest resource early on (8 at RV 2). A worker like Glacy (Water 3, Ice 2, Carry 3) or Thornblade (Grass 3, Artisanship 3) covers two roles with one slot. The Homeland planner solves this for you: tell it your goals and it picks a crew that covers them.
- 3Staff the bottleneck, not the favourite
Before RV 7 the bottleneck is usually plots and Home Coins. After RV 7 it's the lumber and ore chain. Put your best Artisanship and Fire workers on the Woodworking Bench and Chimney Kiln before you staff a cooking station for orders.
- 4Always have a hauler
Carry workers pick up stockpiled produce and move it to Home storage (Storage Units unlock at RV 2). The files cap each gathering facility's output, so our recommendation is at least one Carry worker from the moment you have more than a few plots.
- 5Use Homeland talents as tie-breakers
Eight talents carry a Homeland effect of +20% work efficiency at one specific station: Faithful (Joy Wheel Loom), Instinctive (Phonolfactory Table), Nimble (Jukebox Dryer), Playful (Mineral Pile), Energetic (Bouncy Brew Keg), Judicious (Crafting Table), Practical (Claw Game Cooker) and Tenacious (Carousel Mill). When two workers have the same job level, the one with the matching talent goes to that station.
Upgrade order: what to push first
- RV 1–5Plots first, cheap RV levels
RV 2–5 cost only 11,140 Home Coins in total, and the timers are short (30 s to 45 min). What gates you is the plot count (10 Farmland, 5 Woodland, 2 Mines and 1 Well by RV 5) and the Home story quests. Our recommendation: place plots ahead of time and fill every new slot at once. RV 4 unlocks order refreshing, and RV 5 raises the facility level cap.
- RV 5–7Start the material chain early
RV 6 jumps to 32,000 Home Coins and RV 7 to 69,000 plus 290 Rough Lumber and 360 Coarse-Sifted Ore, and it also needs the Student III title. Build the Woodworking Bench and Chimney Kiln now and keep both running. The Mine feeds the Kiln, so Mines matter twice. RV 6's Signal Transmitter lets Aniimo at RV Parks go on trips.
- RV 7–10Habitability enters
The Home Coin cost climbs from 69,000 to 510,000 per level. RV 8 opens the Homebuilding Zone (Wish Stars), and RV 9 puts the Incubation Reaction Module on sale, which connects to breeding. RV 10 is the first level to ask for Habitability (13,000). Level your processing stations here: their higher levels unlock the Lv. 2 wood and ore you need for RV 11.
- RV 11–14Get to job level 3
Standard Planks and Sintered Ore Brick only need job level 1, but RV 15's Laminated Beams and Refined Ore need Artisanship 3 and Fire 3 on a Lv. 3 Bench and Kiln. Use these levels to catch or raise level-3 Artisanship and Fire workers, and buy the Power Module once RV 12 puts it on sale, since every station level raises its power requirement.
- RV 15–20The long grind
RV 15–20 cost 66.8 million Home Coins between them, which is about 90% of the whole ladder, and each timer runs 7–12 hours. Every step also needs a Wayfarer title or more Habitability. By this point your crew is set. The job is keeping every station busy while you sell produce and fill Home Orders for Home Coins, alongside the daily and weekly routine.
Two example crews
Both crews are built from the files' job levels and spawn tables. They are examples, not the only right answer; the planner will build one around what you actually own.
- Glacy: Water 3, Ice 2, Carry 3. Your hauler and water worker; its spawn requires the Student II title
- Geodeback: Earth 2, Carry 2. Runs the Mine
- Flameruff: Fire 2, Carry 2. Cooking and the Chimney Kiln's Lv. 1 recipes
- Dreaple: Dark 3, Leisure 3. Harvests plots; appears after the Sleeping Flock event
- Turbo (Rainstorm Form): Wind 3, Leisure 3, Lightning 2. Carousel Mill and Aniipod Maker; spawns in rain or thunderstorms
- Budclaw or Hummin: Grass 1. Planting until you find a better Grass worker
- Flamerion: Fire 3, if you can meet its condition (at night, after catching 15 Sparkis in a row)
- Thornblade: Grass 3, Artisanship 3. Woodworking Bench up to Laminated Beams (Sea of Flowers, Lv. 19–28)
- Eklue: Wind 3, Artisanship 3. A second Bench worker or the Mill (Forest of Falling Stars, after Sanctum: Soaring Glide)
- Flamerion: Fire 3. Chimney Kiln up to Refined Ore
- Shrubclaw or Waleetle: Earth 3, Carry 3. Mine Lv. 4+ ores (Echoback Landing, Berylline Vale)
- Fragrancier: Dark 3, Leisure 3, Perfumery 3. The only level-3 Perfumery worker in the files
- Gracewing: Wind 3, Leisure 3. Loom and Mill
- Blazen: Lightning 3, Artisanship 3. Aniipod Mega and Growth Fruit (Blitzwood, Lv. 40–45)
VerdictStart with the beginner crew for plots, Mine and hauling, then replace workers one slot at a time as level-3 Artisanship, Fire and Earth workers join. Those three jobs gate the RV materials and Mine ores.
Common mistakes
- Mismatched workers. A high-level Aniimo with the wrong job does nothing at that station. Check the job first, every time; the facility pages show each recipe's job.
- Empty slots. Each RV level adds 2–3 slots up to RV 17. An unfilled slot is lost production. Even a level-1 worker on a level-1 recipe beats nobody.
- No hauler. Without a Carry worker, produce sits at the facility up to its output limit instead of reaching your storage.
- Under-levelled crews. A level-2 worker looks fine until the recipe you need asks for level 3. That happens on the Bench and Kiln at facility Lv. 3, the Mine at Lv. 4, the Claw Game Cooker and Simmering Pot from Lv. 1, and the other processing stations from Lv. 3 to 5.
- Processing just in time. Starting the lumber and ore chain only when the RV asks for it turns a 2-hour upgrade into a multi-day stall.
- Ignoring plot counts. Every RV level asks for more Farmland and Woodland. Placing them early costs nothing and saves a trip back.
What to do next
- Find the best worker for any job on the Homeland job rankings, or go straight to the Fire or Artisanship boards.
- Build a crew for your goals with the Homeland crew planner.
- Look up any recipe's inputs and workload in the facilities and recipes database.
- Fund the RV with the currency guide, and keep the Homeland in your daily and weekly checklist.
- New to the game? Start with the Aniimo beginner's guide, then catch your crew with the catching guide.
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Guide FAQ
How do I upgrade the RV in Aniimo?
Meet the level's conditions (placed Farmland, Woodland, Mines or Wells, a Home story quest, and from RV 7 on sometimes a title or a Habitability total), then pay the Home Coins and, from RV 7, the lumber and ore. The upgrade then runs on a timer, from 30 seconds at RV 2 to 12 hours at RV 20. The full ladder is in the table above.
How many Aniimo can I place in my Homeland?
8 at RV 2, rising 2–3 per level to 42 at RV 17 and then 1 per level to 45 at RV 20. RV 1 has no worker slots; the files only let Aniimo help out from RV 2.
What are the best Homeland workers?
It depends on the job. Most jobs top out at level 4, mostly on Prismana forms, but level 3 already unlocks every recipe. Early on, Glacy (Water 3, Carry 3) and Flamerion (Fire 3) from Nimbus Fields are strong. Mid-game, Thornblade and Eklue cover Artisanship 3. The [Homeland rankings](/aniimo/homeland) list every worker per job.
How much does it cost to max the RV?
74,142,140 Home Coins from RV 2 to RV 20, plus 4,910 Rough Lumber, 4,050 Standard Planks, 2,300 Laminated Beams and 890 Densified Timber Components on the wood side, and 4,200 Coarse-Sifted Ore, 2,650 Sintered Ore Brick, 1,360 Refined Ore and 490 Microcrystalline Ore Plates on the ore side. The upgrade timers add up to about 90 hours.
How do I increase Habitability?
The game files name Habitability as an RV condition from RV 10 (13,000) to RV 20 (20,000), but they don't record what raises it. We won't guess. Check the in-game Home screen for your current total before you plan an upgrade.
Can the Homeland make Aniipods?
Yes. The Aniipod Maker (Lightning) turns 12 Rock into an Aniipod, 10 Clay into an Aniipod Pro and 6 Shell into an Aniipod Mega; the Mega needs Lightning 3 and a Lv. 3 Maker. Rock, Clay and Shell all come from your Mine.
