
Description
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 sync.The overview of personnel management extends the AI-powered assistants to include named employees, applicants, andlong-term personnel development. Employees possess experience, reliability, loyalty,salary, sick days, and specializations. These values influence assistant work,transport orders, fuel and material consumption, wear and tear, salary demands, andterminations.Menu and Settings:Open the ESC menu and select Personnel Management. The page contains Overview,Employee Management, and the Applicant Market. Entries are selected with the mouse. ENTERexecutes the main action, T toggles the transport assignment, G approves an outstandingsalary request, N rejects it, S starts a training session if permitted, and ESC returnsto the Overview.Work and Transport:When a normal AI helper task is started, the mod opens a staff selection windowinstead of launching an anonymous helper. Transport orders are managed via the staff management: Assign a transport workerbefore an A-to-B transport order by pressing T.Salaries, Dismissals, and Terminations:Employees receive monthly salaries. These are based on the number of days worked per month,the economic situation, and the employee's performance. Dismissed employees remain available duringtheir notice period and are only removed from the company after their salary has been paid at the appropriatemonth-end. Low loyalty can trigger warnings, salary demands, andtermination.Experience and reliability:Employees gain experience after completing tasks. Extensive experience is now along-term goal; very high levels should be rare. Inexperienced employees maywork more slowly andcause additional wear and tear or moderately higher consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate, and manure.Reliability impacts short-term dips in performance and sick days.Specializations and Training:Employees can progress in multiple specializations simultaneously.The highest amount of progress is displayed. When a specialization reaches 100%, it isconsidered learned. Training is a strategic decision: one training session peremployee per year, only on the first day of each month. Fortraining on one day per month, it must begin by 12:00 PM. The trained employee isunavailable for the remainder of the month. The cost depends on the monthly salary and specialization; trainingtypically yields approximately 30% progress.Configuration and Multiplayer:The toggleable gameplay effects can nowbe changed in the game settings via the ESC menu. The savegame configuration file remains available and retainsthe same values. The mod is multiplayer-ready; employee data, applicants,assignments, salaries, and key status values are synchronized across farms. In acompletely new and unsaved game, the ESC menu entry will onlyappear after saving and reloading.OverviewPersonnel Management expands the AI helper system with named employees, applicants andlong-term staff development. Employees have experience, reliability, loyalty, wages, sick daysand specializations. These values influence helper work, transport assignments, fuel andmaterial consumption, wear, wage demands and resignations.Menu and hiringOpen the ESC menu and choose Personnel Management. The page contains an overview,employee management and the applicant market. Employee and applicant entries are selectedwith the mouse. ENTER performs the main action, T toggles transport duty, G grants an openraise request, N declines it, S starts training when it is allowed, and ESC returns to the overview.Work and transportWhen normal AI helper work is started, the mod opens an employee selection window instead ofstarting an anonymous helper. Transport jobs are controlled through employee management:assign transport duty with T before starting an A-to-B transport job.Wages, dismissal and resignationsEmployees receive monthly wages. Wages depend on days per month, economy difficulty andemployee quality. Dismissed employees remain available during the notice period and areremoved only after payroll at the correct monthly change. Low loyalty can cause warnings, wagedemands and resignations.Experience and reliabilityEmployees gain experience after completed work. High experience is now a long-term goal andvery high values should be rare. Inexperienced employees can work more slowly and can causeadditional wear or moderate additional consumption of fuel, seeds, fertilizer, liquid fertilizer,herbicide, slurry, digestate and manure. Reliability affects short performance drops and sickdays.Specializations and trainingEmployees can develop progress in several specialization areas at the same time. The highestopen progress is shown in the employee entry. When one progress reaches 100%, thespecialization is learned. Training is a strategic decision: one training per employee and year,only on the first day of a month. With one day per month, training must start at 12:00. A trainedemployee is unavailable for the rest of the month. Training costs are based on the monthly wageand the trained specialization and usually add about 30% progress.Configuration and multiplayerThe configurable gameplay effects can now be changed in the game settings in the ESC menu.The savegame configuration file remains available and keeps the same values. The mod isprepared for multiplayer; employee data, applicants, assignments, wages and important statusvalues are synchronized per farm. In a completely new and unsaved savegame, the ESC menuentry may appear only after saving and reloading the savegame.
Credits
Dude23
Files
1.4 MB
Primary2 Downloads