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The Personnel Management mod expands the helper system with a deep employee management featuring an applicant market, named employees and long-term staff development. Each employee has experience, reliability, loyalty, salary, sick days and specializations, all of which influence helper work, transport orders, consumption and wear.
Menu & Settings: Open the ESC menu and choose Personnel Management to access the overview, employee management and applicant market. Entries are selected with the mouse. ENTER performs the main action, T toggles transport duty, G approves a pending raise request, N declines it, S starts training when allowed, and ESC returns to the overview.
Work & Transport: Instead of launching an anonymous helper, the mod opens an employee selection window when starting an AI helper task. Transport jobs are also managed through the personnel menu – assign a transport worker with T before starting an A-to-B transport order.
Salary, Dismissal & Resignation: Employees receive monthly wages based on days worked, economy difficulty and employee quality. Dismissed employees remain available during their notice period and are only removed after the final payroll. Low loyalty can trigger warnings, raise demands and resignations.
Experience & Reliability: Employees gain experience through completed tasks – high experience is now a long-term goal. Inexperienced employees work more slowly and cause additional wear as well as moderately higher consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate and manure. Reliability affects short performance dips and sick days.
Specializations & Training: Employees can develop multiple specializations at the same time. Once a specialization reaches 100 %, it is considered learned. Only one training per employee per year is allowed, always on the first day of a month and started before 12:00. The employee is then unavailable for the rest of the month. Training costs depend on the monthly wage and specialization, yielding roughly 30 % progress.
Configuration & Multiplayer: Gameplay effects can now be adjusted directly in the ESC menu settings. The mod is multiplayer-ready – employee data, applicants, assignments, wages and key status values are synchronized per farm. In a brand new, unsaved savegame, the menu entry will appear only after saving and reloading.
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