How to unlock the Homeland and RV
The Homeland arrives through the main story, not through a menu. The chain runs like this:
- Reach the point in the Nimbus Fields storyline where the RV quest appears: Prologue: The Wondrous RV.
- Follow Fannie, the GoGoHomes platform advisor, through the vehicle tour.
- Go to the RV Park and complete registration with the park manager, Ben. The RV cannot enter the park until that conversation is done.
- Use the RV travel point to reach the Homestead, then clear the overgrown plots.
- Follow the tutorial chain: place a warehouse, lay a farm plot, choose the wheat recipe, plant, build up to four plots, then submit to the order board and sell the surplus at the co-op store.
Community figure Sources disagree on the entry level: one guide says about Lv.20, another says Student II, roughly Pathfinder 25. There is no official level number in the patch notes. The in-game lock tooltip is the only reliable answer on your account.
The RV Park has four public areas at launch: Sea of Flowers, Nimbus Fields, Echoback Landing and Driftwise Meadow. Each holds several parking spots, and an expanded spot can be divided into farmland, woodland, mine, processing, housing and co-op service zones. The park you choose changes the local specialties your Dispatch trips bring back; it does not change the family of the egg those trips can produce.
What every RV level unlocks
RV level is the only gate that matters for everything else. It decides how many workers you can place, which facilities appear, and whether your Habitability is high enough to press the upgrade button.
| RV | Key gate | What opens |
|---|---|---|
| 1 | Prologue quest complete | Warehouse, farmland, seed shop, order board. Manual planting only. |
| 2 | 4 farm plots | Worker assistance, storage unit, kitchen module, food feeding. The 140 Home Coin cost is a single-source figure. |
| 3 | 6 plots, 3 woodland | Ecological module. |
| 4 | 8 plots, 4 woodland | Manual order refresh, kitchen level 2, cooking station. |
| 5 | 10 plots, 5 woodland | Mineral detector, artisan module, first leisure facility. |
| 6 | Signal transmitter | Dispatch tier 1, six-hour trips. First egg chance. |
| 8 | 16 plots, 8 woodland | Housing zone: housed Aniimo generate Bud Tickets. |
| 10 | Habitability 13,000 | Homeland season entry, second leisure bed. |
| 11 | Wayfarer I, Habitability 13,500 | Dispatch tier 2, twelve-hour trips. |
| 15 | Wayfarer II, Habitability 15,500 | Mysterious Prismana Egg as a level reward. |
| 16 | Habitability 16,000 | Dispatch tier 3, twenty-hour trips. |
| 18 | 36 plots, 18 woodland, 9 mine | Second Mysterious Prismana Egg, flower windmill. |
| 20 | Habitability 20,000, 40 plots, 20 woodland, 10 mine | Full facility slots, three-storey RV, weather system, blueprint sharing. |
Single source Worker capacity per level comes from one planning table, and the numbers disagree at RV8, RV15, RV18 and RV20. Standard published values are 8 at RV2, 11 at RV3, 14 at RV4, 17 at RV5, 20 at RV6, 22 at RV7, 24 at RV8, 28 at RV10, 30 at RV11, 32 at RV12, 38 at RV15, 40 at RV16, 43 at RV18, 44 at RV19 and 45 at RV20. Treat them as planning estimates and check the in-game slot count before buying a furniture set around them.
The client also contains RV21 and RV22. A repair note about the material cost of those two upgrades confirms they exist, but no published plan covers their capacity or gates.
How does worker production work?
Placement is simple and the consequence is not: an Aniimo assigned to the Homeland leaves your battle and exploration teams. You cannot work and fight with the same individual. Plan for duplicate captures, and check your combat team before reassigning anything.
Each facility recipe asks for specific job abilities. There are nine element jobs and four general ones:
| Job family | Work |
|---|---|
| Fire | Cooking, smelting, heating |
| Grass | Planting and gathering |
| Water | Watering, brewing, drawing water |
| Earth | Tilling and mining |
| Lightning | Powered machinery |
| Ice | Cooling and frozen processing |
| Wind | Milling and grinding |
| Dark | Harvesting, felling, drying, curing |
| Light | Lighting fixtures |
| Leisure | Play facilities, passive materials |
| Artisanship | Furniture and cosmetic parts |
| Perfumery | Incense and fragrance recipes |
| Hauling | Moving output into storage |
Output speed is a product of four visible axes, and the game never publishes the combined formula:
- Job ability level. This is the worker's facility skill, not the Aniimo's combat level. A high-level fighter with a low cooking skill is a slow cook.
- Personality match. Each processing facility has one preferred personality letter. A matching worker works about 20 percent faster. Community testing is explicit that this is speed, not yield.
- Environment. Recipes specify warm, cool, adequate, frozen or scorching conditions. Off-condition work drops through efficiency bands of 100, 80, 50 and 20 percent.
- Food. Every working Aniimo drains about 10 energy per minute. An empty food trough drops output to roughly 20 percent and can eventually stop work through a status ailment.
Food goes into a shared trough from the kitchen module's Food tab; workers feed themselves. Bread is the efficient staple at 26,740 energy, with wheat flour at 9,370 as the early substitute. Energy Bites at 1,000 energy are a convenience purchase, not a food plan. The materials and currency page covers the rest of the production chain.
How do Daily Orders pay and reset?
The order board is how the Homeland turns goods into spendable currency. Each order carries a one-to-four-star rating and pays three things at once: Home Coin, Credits and Insight. Home Coin stays inside the base economy; Credits spend in town shops; Insight feeds account progression.
- Refresh times are 04:00 and 16:00 server time. At RV1 only the 04:00 batch appears.
- Manual refresh opens at RV4. The community figure is about five free refreshes per day.
- The number of orders per refresh is capped by RV level, not by how many you have completed.
- Leaving too many orders unfinished reduces the next day's count. Clear the cheap ones even when the reward is small.
Order selection is where most of the currency advantage sits. Prefer orders that pay byproducts, double or quintuple reward multipliers, or element crystals over orders that consume a whole production cycle for flat coin. Selling raw crops at the co-op store is legal but poorly paid; processed goods are worth several times more.
Community correction Early guides said orders paid Home Coin only. Later dual-source testing says the three-part payout above. The newer figure is used here, but the exact ratio between the three currencies is not published.
How does Habitability gate upgrades?
Habitability is a point total, not a comfort meter. It comes from placed furniture and from Aniimo housed in the residential zone, and it sits alongside plot counts as a hard requirement for the next RV level.
| Gate | Habitability | Other requirements |
|---|---|---|
| RV10 | 13,000 | Plot requirements |
| RV11 | 13,500 | Wayfarer I |
| RV15 | 15,500 | Wayfarer II |
| RV16 | 16,000 | Dispatch tier 3 unlock |
| RV19 | 19,000 | Wayfarer III |
| RV20 | 20,000 | 40 plots, 20 woodland, 10 mine, Lucky Gift quest |
A Prismana or Sparkling individual is reported to count double toward Habitability, 200 points instead of 100. That figure is a single community source and has not been verified against the in-game counter. The practical advice does not depend on it: fill the residential zone before buying decorative furniture, because housed Aniimo contribute both points and Bud Tickets.
Bud Tickets are the residential currency. They buy furniture and seasonal plots, and they are not a crafting material. Do not plan a production chain around them.
Which facilities to build first
The build order is a chain, not a wish list. Each phase removes a bottleneck that would otherwise cap the next one.
| Phase | Build | Why this order |
|---|---|---|
| 1, RV1 | Warehouse, seed shop, four farm plots, wheat recipe | Nothing produces until inputs are in the warehouse. Bag seeds do not count. |
| 2, RV2 | Kitchen module, storage unit, one hauler | Feeding opens worker automation; hauling stops output from sitting inside facilities. |
| 3, RV3 to 4 | Mill, cooking station, second kitchen level | Wheat to flour to bread is the cheapest stable food line. |
| 4, RV5 | Leisure facilities, mineral detector | Leisure output feeds orders and crafting without consuming crop cycles. |
| 5, RV6 | Signal transmitter | Dispatch adds specialty goods and the only repeatable egg source. |
| 6, RV10+ | Housing zone, season facilities | Habitability and Bud Tickets become the binding constraints on the next levels. |
Two traps cost more than any other mistake. First, building cosmetic RV parts before worker slots: slots are capacity, decorations are points, and capacity pays for itself. Second, running a recipe whose required job nobody has. The facility simply does not operate, and nothing on screen explains why. Fill the weakest required job first.
Tested in build Offline production continues as long as food, seeds, jobs and hauling are all in place, and it settles into a Home Report stock that still needs to be sold manually. There is no decay mechanic; every slowdown found in testing was a missing input, not a timer.
Which seasonal events use the Homeland?
The Homeland carries its own season track, separate from the world events calendar. Two seasons matter in S1:
- Harvest Moon Festival ran through S1 Part 1 and closed with the 29 October update. Its limited currency, Moonbeam Wheat and the moon-radish and crescent-pepper seeds converted to Home Coin. Waxing Moondew converted into Wonder Sugar Crystal. The furniture set was removed and is promised to return in a future season.
- Magical Wonder Night is the current season, running from the 29 October update to 10 December 2026, 03:59. It requires RV10 and completion of the seventh Homeland tutorial act. Expect new furniture, an RV skin, the Pumpkin God storyline, magic crops and three sub-events that open in stages.
Season rewards are decorative and structural, not combat power. The one exception worth planning around is the season plot, which costs Bud Tickets and is a limited-time land purchase. If you are short of Bud Tickets, decide before the season closes whether the plot is worth more than the furniture you would give up. The season roadmap tracks the remaining windows, and the Dispatch and Inheritance page explains what the eggs from your Park Board actually contain.