Personnel Management for Farming Simulator 25 adds a complete employee management system that transforms AI helpers into named workers with unique skills, experience, wages, and personalities.
Multiplayer fix:
Fixed an issue where hiring workers could fail on dedicated servers.
Server-side farm data is now initialized and synchronized more reliably before hire/dismiss actions.
Hire applicants, train employees, assign transport duties, manage salaries, and build a reliable workforce that grows over time.
Features
Employee Management
Hire named employees from an applicant pool.
Every employee has unique:
Experience
Reliability
Loyalty
Monthly wage
Sick days
Specializations
Long-term employee progression and development.
Personnel Management Menu
Access Personnel Management through the ESC menu.
The interface includes:
Employee overview
Employee management
Applicant market
Controls:
ENTER – Main action
T – Toggle transport duty
G – Accept a wage increase request
N – Decline a wage increase request
S – Start employee training (when available)
ESC – Return to the overview
Work & Transport
Choose which employee performs AI helper jobs.
AI helper work now opens an employee selection window instead of using anonymous workers.
Assign dedicated transport employees before starting A-to-B transport jobs.
Wages, Dismissals & Resignations
Employees receive monthly salaries.
Salary depends on:
Days per month
Economy difficulty
Employee quality
Employees remain during their notice period after dismissal.
Low loyalty may result in:
Warnings
Salary increase requests
Resignations
Experience & Reliability
Employees gain experience from completed work.
Experienced employees:
Work more efficiently
Reduce equipment wear
Consume fewer resources
Inexperienced employees may:
Work more slowly
Increase machinery wear
Consume more:
Fuel
Seeds
Fertilizer
Liquid fertilizer
Herbicide
Slurry
Digestate
Manure
Reliability affects:
Temporary performance drops
Sick days
Specializations & Training
Employees can progress in multiple specialization categories simultaneously.
A specialization is unlocked once it reaches 100% progress.
Training rules:
One training session per employee each year
Only on the first day of a month
With one day per month enabled, training must begin before 12:00
Employees remain unavailable for the rest of the month while training
Training costs depend on the employee's salary and specialization.
Training typically grants around 30% specialization progress.
Configuration
Gameplay effects can be customized directly in the ESC menu through the game settings.
The savegame configuration file is still supported and stores the same settings.
Multiplayer
The mod supports multiplayer synchronization.
The following data is synchronized per farm:
Employees
Applicants
Assignments
Wages
Employee status values
Note: In a brand-new savegame, the Personnel Management menu may only appear after saving and reloading the game.

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