Dude23
1.43 MB
Personnel Management for Farming Simulator 25 introduces an 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 experience, reliability, loyalty, salary, sick days, and specializations. These attributes 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 includes Overview, Employee Management, and the Applicant Market. Entries are selected with the mouse. ENTER executes the main action, T toggles transport assignment, G approves an outstanding salary request, N rejects it, S initiates training if permitted, and ESC returns to the Overview.Work and Transport:
When a standard AI helper task is started, the mod opens a staff selection window instead of launching an anonymous helper. Transport orders are managed via the staff management: assign a transport worker before an A-to-B transport order by pressing T.Salaries, Dismissals, and Terminations:
Employees receive monthly wages 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’s end. Low loyalty can trigger warnings, wage demands, and resignations.Experience and Reliability:
Employees gain experience after completing tasks. High experience is a long-term 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 develop in multiple specializations simultaneously. The highest progress is displayed in the employee overview. When a specialization reaches 100%, it is considered learned. Training is a strategic decision: one session per employee per year, only on the first day of each month. For one-day training, it must start by 12:00 PM. The employee is unavailable for the rest of the month. Training costs depend on the monthly salary and specialization; typically, training yields about 30% progress.Configuration and Multiplayer:
The toggleable gameplay effects can now be adjusted 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, wages, 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. These 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 an overview, employee management, and the applicant market. Entries are selected with the mouse. ENTER performs the main action, T toggles transport duty, G approves a salary raise request, N declines it, S starts training if allowed, and ESC returns to the overview.Work and Transport
When normal AI helper work begins, the mod 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 receive monthly wages based on days worked, economic difficulty, and employee quality. Dismissed employees remain available during their notice period and are only removed after payroll processing at month’s end. Low loyalty can cause warnings, wage demands, and resignations.Experience and Reliability
Employees gain experience after completing tasks. High experience is a long-term goal; very high levels should be rare. Inexperienced employees may work more slowly and cause additional wear or moderate increases in fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate, and manure consumption. 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 one reaches 100%, the specialization is learned. Training is a strategic decision: one session per employee per year, only on the first day of a month. With one day per month, training must start by 12:00 PM. A trained employee is unavailable for the rest of the month. Training costs depend on the monthly wage and specialization, typically adding around 30% progress.Configuration and Multiplayer
The configurable gameplay effects can now be modified in the ESC menu in the game settings. The savegame configuration file remains available and retains the same values. The mod is multiplayer-ready; employee data, applicants, assignments, wages, and key status values are synchronized per farm. In a new, unsaved game, the ESC menu entry appears only after saving and reloading.
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