



Personnel Management gives Farming Simulator 25 a persistent employee system. You can meet applicants, bring employees onto your farm and build a team that keeps developing over time.
Every employee comes with a name, a portrait and their own background. Experience, reliability, loyalty and specializations make your helpers feel like individual members of the workforce. Their assignments and important events are saved in a personal career history, so you can keep track of how each one develops.
Features
- Meet applicants in job interviews while some of their attributes are still partly hidden.
- If job interviews are enabled, you first see an approximate range for one of three attributes: experience, reliability or loyalty.
- You can ask up to three questions in an interview and decide which attributes you want to investigate.
- Follow-up questions make an attribute’s range smaller and can eventually uncover its exact value.
- Once the interview is complete, you learn what salary the applicant expects.
- Pause an interview and come back to it later.
- Unknown attributes are revealed as a newly hired employee spends time on assignments.
- Turn job interviews off in the settings if you want every applicant attribute to be visible straight away.
- In multiplayer, other players on your farm can follow the interview. The first authorized player to open the interview window controls the conversation.
- The applicant market brings people with different backgrounds and attributes.
- Hired employees become permanent parts of your farm’s workforce and can take supported helper jobs.
- Assignments give employees experience and let them build specializations.
- The training menu shows how employees are progressing and lets you choose specialization training.
- Learned specializations can be switched on or off, and the menu shows their current status.
- Applicant and employee profiles use a range of text variants.
- Career histories keep records of hiring, finished assignments, training and salary decisions.
- Employees gain experience and develop while they work through assignments.
- Reliability changes how dependably employees work. An unreliable employee may stop an assignment before it is finished.
- Salary decisions and other events influence how attached an employee is to your farm. Low loyalty can result in a resignation.
- Each employee gets an individual salary. You can review salary requests in one place and accept or reject them individually.
- Employees can be dismissed, resign or announce retirement as they grow older. The applicable notice periods apply.
- Choose employees for transport work and set their priority order in the transport management window.
- Press
Ctrl + Mto open the dedicated Personnel Management menu. You will find the applicant market, employee profiles, training, settings and an overview of your farm’s personnel development there. - When you start a supported helper job, the employee selection window shows the staff who are available, along with portraits, attributes and professional development.
- Use the settings to adjust various effects and features to your play style.
- A detailed help section is available in the game.
- Personnel Management supports AutoDrive, Courseplay and FollowMe.
- Courseplay lets you pick an available employee for a job.
- AutoDrive uses employees marked for transport work and follows the priority you assigned them.
- FollowMe jobs need one more employee for the vehicle that follows.
- The mod supports multiplayer and personnel data that belongs to each farm.
- The server handles personnel actions and checks permissions and farm ownership.
- Existing savegames can still be carried over.
- Activity tracking for specialization progress has been improved. Recognition cannot be guaranteed in every situation because equipment and mod combinations can vary.
Changelog
V1.2.0.0
- Job interviews now keep applicant attributes from being fully visible at the start.
- At the beginning, you see a range for one of these three attributes: experience, reliability or loyalty.
- Before hiring someone, you can interview each applicant in up to three question rounds.
- Ask follow-up questions to narrow an attribute’s range and, eventually, find its exact value.
- You can stop an interview and continue it later.
- The applicant’s salary expectation is shown after the interview.
- Once the exact experience value is known, the applicant’s rank becomes visible.
- After hiring, the other unknown attributes are revealed while the employee spends time on assignments. The required time is different for every employee.
- You can disable job interviews in the settings.
- In multiplayer, other players on the same farm can follow an interview. The first authorized player who opens the window takes charge.
- Applicant and employee profiles now offer more text variants.
- In the training menu, switching learned specializations on and off is clearer, and the selection shows the current status.
- The employee selection window has been moved to an XML user interface.
- Menus and dialogs have been visually redesigned so they share a consistent look.
- All supported languages received new and revised texts. AI helped create the translations, and they have not yet been fully reviewed.
- Fixed an issue that could keep the Personnel Management menu from opening.
- Fixed an issue that could cause regular stuttering.
- Specialization progress tracking is improved: short assignments and fractions of minutes can now count toward progress.
- The elapsed time and known activity of ongoing assignments are now saved.
- Multiplayer actions, farm data and employee assignments are handled and secured more effectively.
- Existing savegames can still be carried over.
V1.1.4.4
- Full employee chronicles still stay in the savegame, but they are no longer copied and sent to clients with every state update.
- The personnel overview continues to get the totals and latest events it needs; its chronicle values are recalculated only when something changes.
- Data from farms that are no longer registered remains in the savegame, but regular personnel checks and network states no longer process it.
- The full chronicle is no longer normalized or sorted during normal runtime.
- Saving no longer makes a full working copy.
- The missing localization for the “Release blocked employee” input action has been added for every supported language.
- Unsupported Unicode minus signs in the German, English and French Help texts have been replaced with minus signs compatible with the font.
V1.1.3.0
- A new “Help” tab is now part of the “Personnel Management” menu. It includes a detailed in-game guide in all 21 supported languages.
- The simultaneous handover of several vehicles from AutoDrive to Courseplay has been fixed.
- During an automatic handover, each vehicle keeps its own reserved worker.
- Different vehicles are prevented from using duplicate worker reservations.
- Savegame path resolution and its related diagnostic messages have been improved.
- An existing
helperPersonnel.xmlcan no longer be overwritten after a loading attempt fails. - The way personnel data is saved has been adapted to the FS25 save process.
- The main and backup files are written directly and then validated, with no new temporary files left in the savegame.
- If the primary
helperPersonnel.xmlis corrupted or unreadable, the game can now load from a validated backup.





