



FS25 Personnel Management V1.1.4.3
Personnel Management for Farming Simulator 25 adds an employee system with applicants, salaries, loyalty, experience, specializations, training, resignations and helper assignment, including savegame configuration and multiplayer synchronization.
The mod expands the AI helper system with named employees, applicants and long-term personnel development. Employee experience, reliability, loyalty, wages, sick days and specializations influence helper work, transport assignments, fuel and material consumption, wear and tear, wage demands and resignations.
Features
- Open the ESC menu and select Personnel Management. The page contains Overview, Employee Management and the Applicant Market. Entries are selected with the mouse.
ENTERexecutes the main action,Ttoggles transport duty,Gapproves an outstanding salary request,Nrejects it,Sstarts a training session if permitted, andESCreturns to the Overview. - When a normal AI helper task is started, the mod opens an employee selection window instead of launching an anonymous helper.
- Transport orders are managed through employee management. Assign a transport worker before an A-to-B transport order by pressing
T. - Employees receive monthly salaries or wages. These are based on the number of days worked per month, the economic situation or economy difficulty, and the employee’s performance or quality.
- Dismissed employees remain available during their notice period and are removed from the company only after their salary has been paid at the appropriate month-end or after payroll at the correct monthly change.
- Low loyalty can trigger warnings, salary or wage demands, and termination or resignation.
- Employees gain experience after completing tasks. Extensive or high experience is a long-term goal, and very high levels should be rare.
- Inexperienced employees may work more slowly and cause additional wear and tear or moderately higher consumption of fuel, seeds, fertilizer, liquid fertilizer, herbicide, slurry, digestate and manure.
- Reliability affects short-term performance dips and sick days.
- Employees can progress in multiple specializations simultaneously. The highest amount of open progress is displayed. When a specialization reaches 100%, it is considered learned.
- Training is a strategic decision: one training session per employee per year, only on the first day of each month. Training must begin by
12:00 PM(12:00). The trained employee is unavailable for the remainder of the month. The cost depends on the monthly salary or wage and specialization, and training typically yields approximately 30% progress. - The configurable gameplay effects can be changed in the game settings via the ESC menu. The savegame configuration file remains available and retains the same values.
- The mod is multiplayer-ready. Employee data, applicants, assignments, salaries or wages, and key status values are synchronized across farms.
- In a completely new and unsaved game, the ESC menu entry may appear only after saving and reloading.
1.1.4.3
- Bug fixes.
- The overview now shows every active employee. When more than three entries exist, use the mouse wheel or scrollbar to scroll the list.
- Stale employee assignments are now checked using unique job and vehicle IDs. Vehicles with the same name can no longer incorrectly keep an employee marked as active.
- The Employees page now provides a Release button for blocked employees. The server only releases the employee when no active job is detected.
1.1.3.0
- Added a new “Help” tabbed frame to the Personnel Management menu, containing a detailed in-game guide in all 21 supported languages.
- Fixed simultaneous handovers of multiple vehicles from AutoDrive to Courseplay.
- Each vehicle retains its own reserved employee during an automatic handover.
- Duplicate employee reservations across different vehicles are prevented.
- Improved savegame path resolution and related diagnostic messages.
- Prevented an existing
helperPersonnel.xmlfrom being overwritten after a failed load. - Adapted personnel saving to the FS25 savegame process.
- The primary and backup files are written directly and validated afterwards without leaving new temporary files in the savegame.
- Added loading from a validated backup if the primary
helperPersonnel.xmlis damaged or unreadable.
1.1.1.0
- Added AutoDrive integration for Personnel Management employee selection, assignment tracking, wages and clean job handoffs.
- Added Courseplay integration for Personnel Management employee selection, assignment tracking, wages and job lifecycle handling, including BunkerSilo jobs.







