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v1.1.4.4 latest
Free Mod
Personal Management
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Personal Management expands the AI helper system with named employees, an applicant market, and long-term staff development. Each employee has experience, reliability, loyalty, salary, sick days, and specializations that influence helper work, transport assignments, fuel and material consumption, wear and tear, wage demands, and resignations.
From the ESC menu, the Overview, Employee Management, and Applicant Market can be opened. ENTER performs the main action for the selected entry, T toggles the transport assignment, G approves an open raise request, N declines it, S starts training when allowed, and ESC returns to the Overview. When a normal AI helper job is started, the mod opens an employee selection window instead of launching an anonymous helper, and transport jobs are assigned to a staff member with T through the personnel management.
Employees receive monthly wages based on the days worked, the economic situation, and their performance. Dismissed employees remain available during the notice period and are only removed after the final salary payment at the correct month change. Low loyalty can trigger warnings, wage demands, and resignations. Experience grows with every completed task, while very high values are intended to remain rare. Inexperienced employees work more slowly and cause additional wear as well as a moderate increase in the consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate, and manure. Reliability affects short performance drops and sick days.
Employees can make progress in several specializations at the same time, and a specialization is considered learned once it reaches 100%. Training is a strategic decision: only one training per employee and year is allowed, and it must start by 12:00 on the first day of a month. The trained employee is then unavailable for the rest of the month, and the cost depends on the monthly salary and the chosen specialization, typically adding about 30% progress.
The gameplay effects can be toggled in the game settings from the ESC menu, and the savegame configuration file remains available with the same values. The mod is multiplayer-ready and synchronizes employee data, applicants, assignments, wages, and key status values across farms. In a brand new, unsaved savegame, the menu entry only appears after saving and reloading the game.
Version 1.1.4.4: Improved technical stability, optimized chronicle handling and network synchronization, added missing localization, and replaced unsupported Unicode minus signs in the German, English, and French help texts with font-compatible minus signs.
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