Homeland System Work Guide#

Homeland System Work Guide

Homeland is the permanent system in Aniimo that turns “collecting” into “output”: captured Aniimo can be assigned to job posts to work, and you return home regularly to collect what they produce. It is also the system in the whole game that is friendliest to individuals with “ordinary aptitude” — the community guide puts it plainly: Aniimo that “look weak” are often the best Homeland workers. This page lays out the assignment mechanics, the efficiency logic and how to staff your posts.

Homeland Basics#

Three rules of the Homeland system have been verified:

  1. Post assignment: captured Aniimo can be assigned to work at Homeland job posts;
  2. Efficiency grade differences: every Aniimo has a different efficiency grade for the same post — different individuals work the same post at different efficiency;
  3. Regular collection: output has to be collected by the player on regular return trips.

The mechanics are simple, but these three rules stacked together produce a staffing strategy of its own: Homeland’s value ranking is completely different from that of battle and the aptitude system.

Efficiency Logic: Match Matters More Than Aptitude#

What determines Homeland efficiency is the match between an individual and a post, not that individual’s strength in the battle system. This is exactly why “weak Aniimo are often the best workers”:

  • Battle strength looks at aptitude, base stats and skills — individuals weak on those dimensions are unaffected at all in Homeland;
  • Homeland efficiency looks at how well an individual fits a post — an Aniimo with mediocre attack aptitude may happen to have a very high efficiency grade for a certain post;
  • The reverse also holds: a gold-tier battle carry is not necessarily a good worker — pulling your carry out of the squad to work may not be worth the total loss in battle and output.

The exact efficiency mapping between each post and each individual follows the in-game display; assign once and you will see it immediately.

Staffing Strategy: Three Tiers#

Split the 86 Aniimo in the Aniilog into three tiers by purpose and Homeland staffing becomes clear:

Tier Source of individuals Homeland arrangement
Battle carries Gold tier, Shining Star, rare-trait individuals Do not assign, or only during idle periods; battle resources go exclusively to them
Squad reserves Purple and blue tier, individuals in suitable roles Half investment: rotate them into posts and recall them when battle needs them
Homeland crew Green tier, transitional and battle-unremarkable individuals Full-time assignment, picking the best of the best by efficiency

The third tier is the star of the Homeland system — the flood of common species you catch while sweeping regional completion (see Regional Completion and Capture Rate Bonus) is dead stock on the battle line and labour on the Homeland line. The aptitude threshold (see Aptitude and Shining Star) barely constrains Homeland staffing at all.

How to Test Homeland Post Efficiency#

“Every Aniimo has a different efficiency grade for the same post” means matching has to be tested. Here is a time-saving method:

  1. Batch trials — after catching a new batch of individuals, rotate them all through the target post and record each one’s efficiency reading (the game should display efficiency; follow the actual interface);
  2. Keep high, swap low — the highest-efficiency individual stays on the post, the rest move to other posts or become rotation stock;
  3. Compare across posts — the same individual’s efficiency also changes by post, so test one post at a time rather than extrapolating efficiency across posts;
  4. Retest periodically — after version updates (official builds land roughly every 2 to 4 days), spot-check efficiency on key posts and swap people promptly if the mechanics shifted.

The value of this routine is turning the “looks weak” judgement from intuition into data — efficiency readings are closer to the truth than aptitude tiers.

Linking Output to Raising Resources#

The point of Homeland output is to feed the other systems. All eight raising sub-systems (base stats, aptitude, resonance, potential, skills, traits, held items and runes, see Personality and Choosing Among the Eight Raising Systems) need a constant inflow of resources, and Homeland is the standing pipeline that converts capture volume into raising materials:

  • Camp Shop spending: the Camp Shop sells raising items such as Potential Fruit — Homeland output and shop spending form a loop, each Aniimo can only eat one Potential Fruit, and the shortfall is permanent;
  • Capture item resupply: the ongoing consumption of cube items (daily map sweeps, rare hunts) needs output to back it up;
  • Long-term seasons: under the long-term task cadence of Season 1 “Journey with the Wind”, Homeland is a raising dimension that advances even while you are offline; see Season 1 and Season Tasks for season content.

The specific output item list has not been verified item by item; follow the in-game Homeland interface.

Suggested Collection Cadence#

Collecting Homeland output has a rhythm to it:

  1. Collect at a fixed time: attach the Homeland run to a fixed step of your daily routine (ideally chained with your other daily must-dos, see the daily route in Beginner Guide and Opening Raising Route);
  2. A full store is waste: output has a capacity cap (per the game), so time spent not collecting is time the capacity idles — collecting at least once a day is the baseline;
  3. Stay flexible with posts: patrol each post’s efficiency regularly and move high-efficiency individuals onto the posts that matter most for output.

Interfaces With Other Systems#

Homeland sits in a transfer position inside the system network:

  • Downstream of capture: a large capture volume is the basis of Homeland staffing — see Capture Mechanics Explained for the capture system;
  • Upstream of gifting: in Co-Op mode you can gift individuals to friends (regional and weather forms with a maximum aptitude of 10, Umbral Aniimo included); individuals in the Homeland crew that meet the aptitude bar and are surplus make good gift candidates, see Co-Op Gifting and Multiplayer;
  • Buffer for evolution: individuals whose evolution branch you have not settled yet can park in Homeland until you have checked the Aniilog and decided where to invest, see Evolution Branches and Aniilog Lookup Habits.

FAQ#

Q: Is there a cap on the number of Homeland posts? A: No public figure for the post cap has been verified; follow the in-game Homeland interface. When posts are tight, prioritize the individuals with the highest efficiency grade — better understaffed than badly staffed.

Q: Can an assigned Aniimo still be used in battle? A: The availability of assigned individuals follows the in-game mechanics. The safe reading is that “an employee working overtime at home is only so responsive when called” — avoid assigning battle carries, and think through the recall cost before assigning squad reserves.

Q: Do efficiency grades grow? A: The growth mechanic for efficiency grades has not been verified; follow the game. What can be confirmed today is that “every Aniimo has a different efficiency grade for the same post” — rotate through posts and find the high-efficiency combinations.

Q: What exactly does Homeland produce? A: The output list has not been verified item by item; follow the in-game Homeland interface — the confirmed link is that output feeds the eight raising systems and cube resupply (for the consumption side see Personality and Choosing Among the Eight Raising Systems).

Q: How do you define an Aniimo that “looks weak”? A: Individuals unremarkable on the battle dimension — low aptitude tier, weak attack stats — but Homeland efficiency depends on post match, so those dimensions are entirely irrelevant (see the efficiency logic above).

Summary#

The value formula of the Homeland system is simple: convert individuals the battle line cannot use into a resource flow. Staffing looks at match, not aptitude, so weak Aniimo make a comeback here; collect output regularly to feed the eight raising systems and item consumption. For collecting-minded players, Homeland is the conveyor belt that turns “Aniilog count” into “account growth”.

— Wu Bian, NTGame Editorial Team

内容最后验证于 2026-07