


Personnel Management v1.0.1.0
Personnel Management for Farming Simulator 25 adds a complete employee management system that transforms AI helpers into named workers with unique skills, experience, wages, and personalities.
Multiplayer fix:
– Fixed 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.
– Hire applicants, train employees, assign transport duties, manage salaries, and build a reliable workforce that grows over time.
Features
– Employee Management
– Hire named employees from an applicant pool.
Every employee has unique:
– Experience
– Reliability
– Loyalty
– Monthly wage
– Sick days
– Specializations
– Long-term employee progression and development.
– Personnel Management Menu
– Access Personnel Management through the ESC menu.
The interface includes:
– Employee overview
– Employee management
– Applicant market
Controls:
– ENTER – Main action
– T – Toggle transport duty
– G – Accept a wage increase request
– N – Decline a wage increase request
– S – Start employee training (when available)
– ESC – Return to the overview
Work & Transport
– Choose which employee performs AI helper jobs.
– AI helper work now opens an employee selection window instead of using anonymous workers.
– Assign dedicated transport employees before starting A-to-B transport jobs.
– Wages, Dismissals & Resignations
– Employees receive monthly salaries.
Salary depends on:
– Days per month
– Economy difficulty
– Employee quality
– Employees remain during their notice period after dismissal.
Low loyalty may result in:
– Warnings
– Salary increase requests
– Resignations
Experience & Reliability
– Employees gain experience from completed work.
Experienced employees:
– Work more efficiently
– Reduce equipment wear
– Consume fewer resources
Inexperienced employees may:
– Work more slowly
– Increase machinery wear
Consume more:
– Fuel
– Seeds
– Fertilizer
– Liquid fertilizer
– Herbicide
– Slurry
– Digestate
– Manure
Reliability affects:
– Temporary performance drops
– Sick days
Specializations & Training
– Employees can progress in multiple specialization categories simultaneously.
– A specialization is unlocked once it reaches 100% progress.
Training rules:
– One training session per employee each year
– Only on the first day of a month
– With one day per month enabled, training must begin before 12:00
– Employees remain unavailable for the rest of the month while training
– Training costs depend on the employee’s salary and specialization.
– Training typically grants around 30% specialization progress.
Configuration
– Gameplay effects can be customized directly in the ESC menu through the game settings.
– The savegame configuration file is still supported and stores the same settings.
Multiplayer
– The mod supports multiplayer synchronization.
The following data is synchronized per farm:
– Employees
– Applicants
– Assignments
– Wages
– Employee status values
Note:
– In a brand-new savegame, the Personnel Management menu may only appear after saving and reloading the game.







