



Personnel Management adds a persistent employee system to Farming Simulator 25. You can meet applicants, hire employees and build a team that develops over time.
Each employee has a name, a portrait and a personal background. Experience, reliability, loyalty and specializations turn helpers into individual members of your workforce, with assignments and important events recorded in a personal career history.
Features
- Job interviews with initially partially hidden applicant attributes.
- When job interviews are enabled, an approximate range is shown for one of the three attributes: experience, reliability or loyalty.
- During an interview, you can ask up to three questions and choose which attributes you want to learn more about.
- Follow-up questions narrow an attribute’s range and can eventually reveal its exact value.
- The applicant’s salary expectation is revealed when the interview is complete.
- Interviews can be paused and continued later.
- Remaining unknown attributes are revealed as a new employee spends time on assignments.
- Job interviews can be disabled in the settings so that all applicant attributes are visible immediately.
- In multiplayer, other players on the same farm can follow the interview. The first authorized player to open the interview window takes charge of the conversation.
- The applicant market offers people with different backgrounds and attributes.
- Hired employees become permanent members of your farm’s workforce and can be assigned to supported helper jobs.
- Employees gain experience through assignments and can develop specializations.
- The training menu shows employee progress and allows specialization training to be selected.
- Learned specializations can be activated or deactivated, and their current status is shown in the menu.
- Applicant and employee profiles use a variety of text variants.
- Career histories record hiring, completed assignments, training and salary decisions.
- Employees gain experience and develop as they complete assignments.
- Reliability affects how dependably employees work. An unreliable employee may interrupt an assignment.
- Salary decisions and other events affect an employee’s attachment to your farm. Low loyalty can lead to a resignation.
- Each employee receives an individual salary. Salary requests can be reviewed centrally and accepted or rejected individually.
- Employees can be dismissed, resign or announce their retirement as they grow older. The applicable notice periods apply.
- Employees can be designated for transport work and assigned a priority order in the transport management window.
- Open the dedicated Personnel Management menu with
Ctrl + M. It contains the applicant market, employee profiles, training, settings and an overview of your farm’s personnel development. - When starting a supported helper job, an employee selection window shows available staff, portraits, attributes and professional development.
- Settings let you adjust various effects and features to your play style.
- A detailed help section is available in the game.
- Personnel Management supports AutoDrive, Courseplay and FollowMe.
- Courseplay lets you select an available employee for a job.
- AutoDrive uses employees designated for transport work and follows their assigned priority.
- FollowMe jobs require an additional employee for the following vehicle.
- The mod supports multiplayer and farm-specific personnel data.
- Personnel actions are processed by the server, which checks permissions and farm ownership.
- Existing savegames can still be carried over.
- Activity tracking for specialization progress has been improved. Because of the variety of equipment and mod combinations, recognition cannot be guaranteed in every situation.
Changelog
V1.2.0.0
- Job interviews: applicant attributes are no longer fully visible from the start.
- Initially, a range is shown for one of the three attributes: experience, reliability or loyalty.
- Before hiring, you can interview each applicant in up to three rounds of questions.
- By asking follow-up questions, you can narrow an attribute’s range and eventually reveal its exact value.
- An interview can be interrupted and continued later.
- The applicant’s salary expectation is revealed after the interview.
- The applicant’s rank becomes visible once the exact experience value is known.
- After hiring, remaining unknown attributes are revealed as the employee spends time on assignments. The time required varies from employee to employee.
- Job interviews can be disabled in the settings.
- In multiplayer, other players on the same farm can follow an interview. The first authorized player to open the window takes charge of the interview.
- Applicant and employee profiles include more text variants.
- Activating and deactivating learned specializations in the training menu is clearer, and the current status is shown in the selection.
- The employee selection window has been converted to an XML user interface.
- Menus and dialogs have been visually redesigned to provide a consistent look.
- New and revised texts have been added in all supported languages. The translations were created with the help of AI and have not yet been fully reviewed.
- Fixed an issue that could prevent the Personnel Management menu from opening.
- Fixed an issue that could cause regular stuttering.
- Improved specialization progress tracking: short assignments and fractions of minutes can now be taken into account.
- The elapsed time and known activity of ongoing assignments are included when saving.
- Improved and secured the handling of multiplayer actions, farm data and employee assignments.
- Existing savegames can still be carried over.
V1.1.4.4
- 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
- A new “Help” tab has been added to the “Personnel Management” menu. It contains a detailed in-game guide in all 21 supported languages.
- 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.
- Savegame path resolution and the associated diagnostic messages have been improved.
- Overwriting an existing
helperPersonnel.xmlafter 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.





