Full worker rosters for a specialized three-base economy: a mining base that runs itself, a breeding + ranch base built around the cake pipeline, and a production hub for crafting, crops, and cooking. Tuned for late-game players with ancient-tier equipment who haven't farmed the World Tree yet.
The principle: specialists beat generalists in 1.0. Each base runs one economy, pals are pinned to single jobs via the Monitoring Stand, and every roster below includes its own transporters so nothing sits on the ground. Counts are a core team — fill any spare slots with duplicates of that base's bottleneck job.
⛏️ Base 1 — Pure Mining (zero-maintenance)
Ore, coal, sulfur, quartz, stone. Built to be visited only for pickup.
Slot
Pal
Job
Passives
×5
Astegon or Blazamut (Mining 7)
Mining only
Remarkable Craftsmanship · Artisan · Work Slave · Insomnia — Insomnia over Serious so the ore never stops overnight
×3
Knocklem (Transporting 7)
Transporting only
Swift · Runner · Insomnia · Mastery of Fasting — movement beats work speed on carry trips
×1
Tetroise
Aura: +1 Mining for everyone else
Hunger/SAN passives — it's here for the aura, not the shovel
×1
Lyleen Noct (Medicine 7)
Staff the Clinic
Any — the Clinic cuts SAN drain base-wide, which is what makes "zero-maintenance" real
Why this works unattended
No crops to tend — keep a large feed box stocked with high-stack food; Mastery of Fasting across the roster stretches every refill.
The Clinic + hunger passives handle the two things that normally break AFK bases: SAN spirals and starvation.
Knocklem moves 120 items per trip, so three of them keep pace with five miners. Storage next to the pits shortens routes further.
Don't have Astegon/Blazamut condensed yet? Knocklem also mines at 7 — an all-Knocklem base (mining + hauling) is a legitimate lazy version. Later upgrade: Aegidron (Mining 8) from the World Tree replaces the miners; the rest of the roster stays.
🥚 Base 2 — Breeding + Ranch (the cake engine)
Breeding farms, ranch producing cake ingredients on-site, Electric Incubator.
Slot
Pal
Job
Passives
×2+
Your breeding pairs
Breeding Farm
Philanthropist (+100% breeding speed) on parents whenever the passive slots aren't needed for inheritance — on a trait-isolation partner it's free real estate
×2
Chikipi
Ranch — Eggs (cake)
Ranch Master · Farmhand · Insomnia · Diet Lover (same stack for all ranchers)
×2
Mozzarina
Ranch — Milk (cake)
as above
×2
Beegarde
Ranch — Honey (cake)
as above
×1
Cinnamoth
Aura: +1 Farming for the ranch crew
Hunger/SAN filler
×1
Solmora Lux / Dynamoff (Electricity 6) — or Orserk if caught
Power the Electric Incubator + coolers
Speed stack
×1
Cooling pal (Frostallion if spare, or any Cooling 3+)
Fridge / Cold Food Box
Hunger/SAN filler — keeps cakes and milk from spoiling
×1
Wumpo
Transport + its aura buffs any future transporter
Swift · Runner · fillers
This base in action — incubator banks running a full batch. Two mutated eggs turned up in the same cycle (circled).Feeding the farm: Extravagant Vegetable Cakes in the Breeding Farm chest — the tooltip confirms mutations become more likely and talents grow more easily.
No Ancient Hatchery? Two levers you can pull today
Worth knowing what you're saving for: the Ancient Hatchery's tech-tree description confirms it fully automates everything from egg production to incubation at high speed and increases the inheritance rate of rare skills — and it requires Paloxite, which only comes from the World Tree.
Pal Labor Research Lab → "Incubation Acceleration" (Kindling category): four tiers totalling +30% egg hatching speed. This is the biggest no-Hatchery speedup and most players miss it.
A Babysitter pal (mutation-egg passive: eggs +30%, incubation +30%) stationed here compounds with the research if you ever pull one.
Flour note: cake also needs flour and berries — those live at Base 3. Batch-bake there and courier cakes over, or move a wheat plot here if you'd rather bake on-site. Either works; just don't split the ranch.
🏭 Base 3 — Production Hub (crafting · crops · cooking · crusher)
Assembly lines, plantations, kitchens, crusher/mill. The busiest base — passives matter most here.
Slot
Pal
Job
Passives
×3
Anubis / Sekhmet (Handiwork 6) — Selyne (7) if you own one
Handiwork only (assembly lines, repairs)
Remarkable Craftsmanship · Artisan · Work Slave · Serious — the full speed stack; this is where it pays most
×2
Lyleen (Planting 7)
Planting
Speed stack (swap Serious → Insomnia on one for night shifts)
The production hub in motion — ancient benches up front, the big machinery mid-floor, plantations off to the side.
Layout notes that matter more than pals
Storage between the plantations and the kitchen; one more chest beside the assembly lines. Transport time is the hidden tax on production bases.
Pin every pal to its single job on the Monitoring Stand — a Lyleen that "helps" with handiwork is a planting slot wasted.
Bake cakes here (flour + berries on-site, milk/eggs/honey couriered from Base 2) and keep them in a cooler box until they ship out.
Aura trade-off: Petallia (+1 Planting) and Clovee (+1 Gathering) are worth slots only if you expand the farm plots — with 2 planters, Ribbuny's Handiwork aura returns more. Later upgrades: Solenne (Handiwork 8), Dandilord (Planting 8), Shaolong (Watering 8), Renjishi (Kindling 8) — all World Tree; swap them in one-for-one when you get there.
Cross-base flow
Base 1 → Base 3: ore/coal/quartz for ingots and assembly lines.
Base 3 → Base 2: cakes (or flour+berries if baking on-site).
Base 2 → everywhere: bred workers with the right passives — every roster above assumes you'll gradually re-breed workers with the speed stack; the base works fine with clean-passive pals while you do.
Worth double-checking in your game
Base-worker slot caps and how they scale with base level in 1.0 — rosters above are core teams, not caps.
Whether your Electric Incubator's hatch speed benefits from nearby heating/cooling like the classic incubator — set an egg next to a heater and compare.