Dude23
1.47 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 AI-powered assistants to include named employees, applicants, and long-term staff development. Employees have experience, reliability, loyalty, salary, sick days, and specializations, which influence assistant work, transport orders, fuel and material consumption, wear and tear, salary demands, and terminations. Menu and Settings: 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 executes the main action, T toggles transport assignment, G approves outstanding salary requests, N rejects them, S starts training if permitted, and ESC returns to the Overview. Work and Transport: When a normal 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 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 the end of the month. 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 affects short-term performance dips and sick days. Specializations and Training: Employees can develop multiple specializations simultaneously. 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. Training must start by 12:00 PM if scheduled for one day per month. The trained employee is unavailable for the rest of the month. Costs depend on the monthly salary and specialization; training typically yields about 30% progress. Configuration and Multiplayer: Gameplay effects can now be adjusted in the game settings via the ESC menu. The savegame configuration file remains available with unchanged 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 features an 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 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 starting 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-end. Low loyalty can cause warnings, wage demands, and resignations. Experience and Reliability Employees gain experience after completing work. High experience is a long-term goal; very high levels are 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 impacts short-term performance dips and sick days. Specializations and Training Employees can develop progress in multiple specializations simultaneously. The highest progress is shown in the employee entry. When a specialization reaches 100%, it is learned. Training is a strategic decision: one session per employee per year, only on the first day of a month. Training must start by 12:00 PM for one-day sessions. Trained employees are unavailable for the rest of the month. Costs depend on the monthly wage and specialization, with about 30% progress typically gained. Configuration and Multiplayer Gameplay effects can now be customized in the ESC menu. The savegame configuration file remains accessible with consistent values. The mod is multiplayer-compatible; 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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