Personnel Management
V 1.0.0.0 mod for Farming Simulator 25
description
Enhance your farming experience with the Personnel Management mod for Farming Simulator 25. This mod introduces a comprehensive employee system featuring applicants, salaries, loyalty, experience, specializations, training, resignations, and helper assignments. It includes savegame configuration and multiplayer synchronization.
The Personnel Management overview extends the AI-powered assistants to include named employees, applicants, and long-term personnel development. Employees possess attributes such as experience, reliability, loyalty, salary, sick days, and specializations. These values significantly influence assistant work, transport orders, fuel and material consumption, wear and tear, salary demands, and terminations.
Menu and Settings:
Access the ESC menu and select Personnel Management. The page is divided into Overview, Employee Management, and the Applicant Market. Use the mouse to select entries. Press ENTER to execute the main action, T to toggle transport assignments, G to approve salary requests, N to reject them, S to start training sessions, and ESC to return to the Overview.
Work and Transport:
When initiating a standard AI helper task, the mod opens a staff selection window instead of automatically deploying an anonymous helper. Manage transport orders through staff management by assigning a transport worker before initiating an A-to-B transport order using T.
Salaries, Dismissals, and Terminations:
Employees receive monthly salaries based on their working days, economic conditions, and performance. Dismissed employees remain available during their notice period and are only removed after their final salary payment. Low loyalty can lead to warnings, salary demands, and terminations.
Experience and Reliability:
Employees gain experience upon completing tasks. Achieving high experience levels is a long-term goal, with very high levels being rare. Inexperienced employees may work at a slower pace and cause additional wear and tear or higher consumption of resources like fuel, seeds, and fertilizers. Reliability affects short-term performance dips and sick days.
Specializations and Training:
Employees can progress in multiple specializations simultaneously. Once a specialization reaches 100%, it is considered learned. Training is a strategic choice, limited to one session per employee per year, starting only on the first day of each month. Training must begin by 12:00 PM, and the trained employee is unavailable for the remainder of the month. Costs are based on monthly salary and specialization, typically yielding about 30% progress.
Configuration and Multiplayer:
Adjust gameplay effects via the ESC menu in game settings. The savegame configuration file remains consistent. The mod is multiplayer-ready, synchronizing employee data, applicants, assignments, salaries, and key status values across farms. In a new, unsaved game, the ESC menu entry appears only after saving and reloading.
Credits
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07 Jul 07:08Version 1.0.0.0
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by Scat74
ago about 4 hours
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by Scat74
ago about 4 hours
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by Scat74
ago about 4 hours
-
by Scat74
ago about 4 hours

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