Dude23
444.48 KB
Personnel Management for Farming Simulator 25 introduces a comprehensive employee system featuring applicants, salaries, loyalty, experience, specializations, training, resignations, and helper assignment, including savegame configuration and multiplayer synchronization. The personnel management overview extends the AI-powered assistants to include named employees, applicants, and long-term staff development. Employees have attributes such as experience, reliability, loyalty, salary, sick days, and specializations, which influence helper work, transport orders, fuel and material consumption, wear and tear, salary demands, and terminations. Menu and Settings: Access the ESC menu and select Personnel Management. The page offers Overview, Employee Management, and the Applicant Market. Entries are selected with the mouse. ENTER executes the main action, T toggles transport assignment, G approves outstanding salary requests, N rejects them, S initiates training if permitted, and ESC returns to the Overview. Work and Transport: When a standard AI helper task is initiated, the mod opens a staff selection window instead of launching an anonymous helper. Transport orders are managed via staff management: assign a transport worker before starting an A-to-B transport order by pressing T. Salaries, Dismissals, and Terminations: Employees receive monthly salaries based on days worked, economic conditions, and performance. Dismissed employees remain available during their notice period and are only removed after their salary has been paid at month-end. Low loyalty can trigger warnings, salary demands, and resignations. Experience and Reliability: Employees gain experience upon task completion. Long-term experience development is now a goal; very high levels should be rare. Inexperienced employees may work more slowly and cause additional wear or higher consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate, and manure. Reliability impacts short-term performance dips and sick days. Specializations and Training: Employees can progress in multiple specializations simultaneously. The highest progress level is displayed; when a specialization reaches 100%, it is considered learned. Training is a strategic choice: one session per employee per year, only on the first day of each month. Training on one day per month must start by 12:00 PM. The employee is unavailable for the rest of the month. Costs depend on the employee’s salary and specialization; training typically yields about 30% progress. Configuration and Multiplayer: Gameplay effects can now be toggled in the game settings via the ESC menu. The savegame configuration file remains accessible and retains the same values. The mod supports multiplayer; employee data, applicants, assignments, salaries, and key status values are synchronized across farms. In a new, unsaved game, the ESC menu entry appears only after saving and reloading. Overview: Personnel Management enhances the AI helper system with named employees, applicants, and long-term staff development. Employees have experience, reliability, loyalty, wages, sick days, and specializations, which influence helper work, transport assignments, fuel and material consumption, wear, wage demands, and resignations. Menu and Hiring: Open the ESC menu and select Personnel Management. The page includes Overview, Employee Management, and the Applicant Market. Entries are selected with the mouse. ENTER performs the main action, T toggles transport duty, G grants an open salary raise request, N declines it, S starts training if allowed, and ESC returns to the overview. Work and Transport: Starting normal AI helper work opens an employee selection window instead of an anonymous helper. Transport jobs are managed through employee management: assign transport duty with T before starting an A-to-B transport. Wages, Dismissals, and Resignations: Employees are paid monthly wages based on days worked, economic conditions, and employee quality. Dismissed employees remain available during their notice period and are only removed after payroll processing at month-end. Low loyalty can cause warnings, wage demands, and resignations. Experience and Reliability: Employees gain experience after completing work. High experience levels are a long-term goal; very high values should be rare. Inexperienced staff may work slower and cause additional wear or higher consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate, and manure. Reliability affects short-term performance dips and sick days. Specializations and Training: Employees can develop in multiple specialization areas simultaneously. The highest progress is shown in the employee entry. When a specialization reaches 100%, it is learned. Training is limited to one session per employee per year, only on the first day of a month, starting by 12:00 PM if on a single day. Trained employees are unavailable for the rest of the month. Costs depend on salary and specialization, typically adding about 30% progress. Configuration and Multiplayer: Gameplay effects can now be customized in the ESC menu. The savegame configuration file remains available and retains current settings. The mod is multiplayer-compatible; employee data, applicants, assignments, wages, and key status values are synchronized across farms. In a new, unsaved game, the ESC menu entry appears only after saving and reloading. V1.0.1.0: Multiplayer fix: Resolved an issue where hiring workers could fail on dedicated servers. Server-side farm data is now initialized and synchronized more reliably before hire/dismiss actions.
Comments:
Login to place a comment: Login