Personnel Management v1.0.3.0 (1.20.x)
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Farming Simulator 25 adds a staff management system, including candidates, salaries, loyalty, experience, specializations, training, dismissals, and assistant assignments, as well as save settings and multiplayer synchronization.

 The staff management overview expands the capabilities of AI-based assistants, including named employees, candidates, and
long-term staff development. Employees have experience, reliability, loyalty,
salary, sick days, and specializations. These values affect the work of assistants,
transport orders, fuel and material consumption, wear and tear, wage requirements, and
dismissals.

Menu and settings:
Open the ESC menu and select "Personnel Management." The page includes "Overview,"
"Personnel Management," and "Candidate Market." Entries are selected using the mouse. ENTER
performs the main action, T switches the transport assignment, G approves an unfilled
wage request, N rejects it, S starts a training session if allowed, and ESC returns
to the Overview section.

Work and Transport:
When you start a regular task with an AI assistant, the mod opens a staff selection window
instead of starting an anonymous assistant. Transport orders are managed through staff management: assign a transport worker by
pressing the T key before starting a transport order from A to B.

Salary, dismissals, and termination of employment:
Employees receive a monthly salary. It is calculated based on the number of days worked per month, the
economic situation, and the employee's performance. Dismissed employees remain available for
the notice period and are only terminated from the company after the salary is paid at the
appropriate end of the month. Low loyalty may result in warnings, wage claims, and
dismissal.

 Experience and reliability:
Employees gain experience by completing tasks. Extensive experience is now a
long-term goal; very high levels should be rare. Inexperienced employees may
work more slowly and
result in additional wear and tear or moderately higher consumption of fuel, seeds, fertilizers, liquid fertilizers, herbicides, manure, digestate, and fertilizers.
Reliability affects short-term performance drops and the number of sick days.

 Specializations and training:
Employees can develop in multiple specializations simultaneously.
The maximum amount of progress is displayed. When a specialization reaches 100%, it is
considered mastered. Training is a strategic decision: one training session per
employee per year, only on the first day of each month. For
training on a single day of the month, it must begin before 12:00. The trained employee
is unavailable for the rest of the month. The cost depends on the employee's monthly salary and specialization; training
usually provides approximately 30% progress.

 Customization and multiplayer mode:
Now, the switchable game effects can be
changed in the game settings via the ESC menu. The game save
configuration file remains accessible and retains the same values. The
mod is ready for multiplayer play; employee, candidate,
assignment, salary, and key status values are synchronized between farms. In a
completely new and unsaved game, the ESC menu item will only appear
after saving and restarting.

Review
Human Resources extends the AI Assistant system by adding named employees, candidates, and
long-term staff development. Employees have experience, reliability, loyalty, wages, sick days,
and specializations. These values affect the assistant's performance, transportation tasks, fuel and
material consumption, wear and tear, wage requirements, and dismissals.

Menu and Hiring
Open the ESC menu and select Human Resources. The page displays an overview,
employee management, and the candidate market. Employee and candidate records are selected
with the mouse. ENTER performs the main action, T switches the transport task, G satisfies the open promotion request, N rejects it, S starts training when allowed, and ESC returns to the overview.

Work and transportation
When starting a regular AI assistant job, the mod opens the employee selection window instead of
starting an anonymous assistant. Transport tasks are controlled through employee management:
assign a transport task using T before starting a transport task from A to B.

Wages, dismissals, and resignations
Employees receive a monthly wage. The salary depends on the number of working days per month, the economic situation, and
the employee's quality. Fired employees remain available during the notice period and
are only fired after receiving their salary with the correct monthly change. Low loyalty can lead to warnings,
wage claims, and resignations.

 Experience and reliability
Employees gain experience after completing their work. A high level of experience is now a long-term goal, and
very high values should be rare. Inexperienced employees may work more slowly and cause
additional wear or moderate additional consumption of fuel, seeds, fertilizers, liquid fertilizers, herbicides, manure, digestate, and fertilizer

Credits: Dude23

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TAGS:V1.0.3.0, 1.20.x, personnel, Management

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