Do this next
“Classes” are not presented as a player RPG system in the official description. Treat this as a role-and-staffing navigator.
- Name the job the business needs
- Match workstations and opening hours
- Schedule for demand instead of maximum headcount
- Re-check skill and service bottlenecks
This guide uses the search term as an entry point, then maps it to the business-simulation systems evidenced by official sources. It does not invent RPG stats, classes, loot rarity, or a tier list.
HQ, HR manager, recruitment, schedule, and training checks after 1.0
When office staff, HR managers, recruitment, schedules, insurance expectations, resignation messages, or training do not behave as expected, verify the role chain, managed business, current UI warning, and current build before replacing employees or rebuilding HQ.
- Separate the employee problem by role first. A manager, purchaser, pricing manager, logistics worker, delivery driver, and service employee can fail for different reasons, so start from the job the business needs.
- For HQ employees, confirm the office basics before changing policies: the worker has the right business assignment, the HQ is usable on the current day, and office requirements such as desks and computers are present for the role.
- If you cannot reassign employees to HR managers, compare the employee role, target manager role, managed business, HQ room setup, and current UI warning before firing or rebuilding. Build 3680 fixed moving a headquarters with a false missing-employee alert, so moving-office symptoms should be retested on the latest build.
- If an HR manager appears to improve another HR manager, treat it as a role-chain observation until the current game or a verified developer answer confirms the exact rule. For planning, ask whether the managed employee actually covers the business bottleneck before adding more office staff.
- For employees not recognizing a full-time schedule, compare the actual weekly schedule, opening hours, and any tooltip or UI warning on the current build. Official 3672 notes mention schedule tooltip improvements, so old schedule advice can miss current UI feedback.
- If hiring or training appears stuck, do not dismiss staff in bulk as the first fix. Official 3674 notes fixed a quitting-employee issue that could make training, imports, and deliveries fail, and Build 3680 added fixes for training staff without assigned locations plus wage and UI issues.
- For recruitment agencies sending too many or too few candidates, narrow the request before blaming the agency: role, skill target, part-time/full-time expectation, and whether the business can actually use the role once hired.
- When an employee resigns despite benefits such as insurance, avoid assuming one perk overrides every satisfaction driver. Re-check hours, commute or assignment fit, role demand, manager coverage, salary expectations, and any visible morale warning.
- If resignation messages repeat, a replacement list looks stale, or staff state seems frozen after a rival action, update to Build 3682 or later before rebuilding the HR chain. The official hotfix says employees not properly resigning and spamming messages was fixed, but it does not confirm every auto-replacement edge case.
- When a staffing issue persists, record the build, role, business type, schedule screenshot details, HQ room state, and whether the save uses mods before reporting it.
Do not do this first
- Do not delete workers, rebuild headquarters, or overwrite saves until the role, schedule, room, and current patch are checked.
- Do not publish exact morale, recruitment, insurance, HR-manager, or full-time recognition formulas from community replies unless the current game or an official source confirms them.
FAQ
Why does an employee not count as full time?
Check the weekly schedule against the current UI and opening hours first. The public page should not state an exact recognition threshold without current verification.
Should I fire everyone if training or imports fail?
No. Preserve the save and verify the current build. Official 3674 and 3680 notes both touch employee/training/import chains, so broad firing should come after the patch and visible role checks.
What should I check before adding more HQ staff?
Confirm the assigned role, usable office setup, required desk/computer capacity, target business, and whether a manager is actually needed for that bottleneck.
Why can I not reassign someone to an HR manager?
Check whether the employee and manager are eligible for the same business and role chain, then read the current UI warning. Do not rebuild HQ until those visible constraints are clear.
Can HR managers boost other HR managers?
Players are asking about this chain after 1.0. Use the current management assignment UI as proof in your save, and do not plan an office around a nested boost rule unless the game visibly supports it.
Does silver insurance prevent resignations?
Not by itself in a way this guide can verify from community reports. Treat benefits as one retention input and still check schedule, workload, role fit, pay, manager coverage, morale warnings, and the current build.
What if resignation messages keep repeating?
Update to Build 3682 or later, then recheck the employee, HR manager, headhunter or replacement list. If it still repeats, capture the role chain and build number before reporting it.
Can recruitment agency behavior be treated as a bug?
Only after the request settings and role requirements are checked. A player report proves the question exists, but the cause still needs current-build evidence.
