



Personnel Management for Farming Simulator 25 adds an employee system with applicants, salaries, loyalty, experience, specializations, training, resignations and helper assignment, including savegame configuration and multiplayer synchronization. It expands the AI helper system with named employees, applicants and long-term personnel development.
Features
- Employees have experience, reliability, loyalty, salaries or wages, sick days and specializations.
- These values influence helper work, transport assignments, fuel and material consumption, wear and tear, salary demands and resignations or terminations.
- Open the ESC menu and select Personnel Management. The page contains an overview, employee management and the applicant market.
- Employee and applicant entries are selected with the mouse. ENTER performs the main action, T toggles transport duty, G approves an outstanding salary or wage request, N rejects it, S starts training when permitted, and ESC returns to the overview.
- When normal AI helper work is started, the mod opens an employee selection window instead of starting an anonymous helper.
- Transport orders are managed through employee management. Assign a transport worker with T before starting an A-to-B transport order.
- Employees receive monthly salaries. Salaries depend on the number of days worked per month, the economic situation or economy difficulty, and employee performance or quality.
- Dismissed employees remain available during the notice period and are removed from the company only after their salary has been paid at the appropriate month-end or monthly change.
- Low loyalty can cause warnings, salary or wage demands and resignations or termination.
- Employees gain experience after completing tasks. Extensive or high experience is a long-term goal, and very high levels should be rare.
- Inexperienced employees may work more slowly and cause additional wear and tear or moderately higher consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate and manure.
- Reliability affects short-term performance drops and sick days.
- Employees can progress in multiple specializations simultaneously. The highest open progress is displayed in the employee entry.
- When a specialization reaches 100%, it is considered learned.
- Training is a strategic decision: one training session per employee per year, only on the first day of each month. Training must begin by 12:00 PM.
- A trained employee is unavailable for the remainder of the month.
- Training costs depend on the monthly salary and specialization and typically yield approximately 30% progress.
- Configurable gameplay effects can be changed in the game settings through the ESC menu. The savegame configuration file remains available and retains the same values.
- The mod is multiplayer-ready. Employee data, applicants, assignments, salaries or wages and important status values are synchronized across farms.
- In a completely new and unsaved game or savegame, the ESC menu entry may appear only after saving and reloading.
V1.1.4.4
- Technical stability: Full employee chronicles remain in the savegame, but are no longer copied and sent to clients with every state update.
- The personnel overview still receives the totals and latest events it needs; its chronicle values are recalculated only after a change.
- Data for no longer registered farms remains in the savegame but is no longer processed by regular personnel checks or network states.
- The full chronicle is no longer normalized or sorted during normal runtime. Saving no longer creates a full working copy.
- Added the missing localization for the “Release blocked employee” input action in every supported language.
- Replaced unsupported Unicode minus signs in the German, English, and French Help texts with font-compatible minus signs.
V1.1.3.0
- New Help Page: A new “Help” tab has been added to the “Personnel Management” menu. It contains a detailed in-game guide in all 21 supported languages.
- AutoDrive and Courseplay: The simultaneous handover of multiple vehicles from AutoDrive to Courseplay has been fixed. Each vehicle retains its own reserved worker during an automatic handover.
- Duplicate worker reservations for different vehicles are prevented.
- Savegames and Worker Data: Savegame path resolution and the associated diagnostic messages have been improved.
- Overwriting an existing helperPersonnel.xml after a failed loading attempt is now prevented.
- The saving of personnel data has been adapted to the FS25 save process. The main and backup files are written directly and then validated, without leaving new temporary files in the savegame.
- Loading from a validated backup has been added in case the primary
helperPersonnel.xmlis corrupted or unreadable.
V1.1.0.2
- Hotfix: Fixed an issue where the Dismiss button was not displayed in the employee menu.
- Fixed an issue where the dismissal confirmation appeared again when attempting to dismiss an employee who was already serving their notice period.






