Do this first
Look for the Worker or Hire interface shown by your current game UI, read its availability or countdown, review any price and duration on the live screen, and verify the visible task after hiring before changing the crew plan.
Inspect the current Hire panel and Manual Assign state while keeping Worker location, schedule, price, duration, and effect visibly unknown.
Look for the Worker or Hire interface shown by your current game UI, read its availability or countdown, review any price and duration on the live screen, and verify the visible task after hiring before changing the crew plan.
Each step names the visible decision to make. Exact labels, prices, and timings remain tied to the interface in your current server.
Use the present game prompts and update context rather than following a permanent-location claim from one older run.
Check the visible countdown or availability state before attempting to hire. Do not convert one server observation into a universal schedule.
Open the Hire panel and read any current cost, duration, or requirement directly if the interface provides it.
Watch for: A price shown in an older video may not match your server.
After hiring, read any Manual Assign warning and confirm what the Worker visibly does before removing a player from that station.
Treat location and schedule as unknown and recheck the current update state instead of waiting for a promised time.
Inspect the live task controls; this guide does not invent the sequence.
Trust the current interface and submit a dated correction if needed.
The observed interface is dated, not universal.
Verify the actual visible task and handoff first.
Price, duration, and task effect are not stable enough for an ROI calculator.
A Worker can affect staffing decisions only after the current interface shows what is available and what task is performed. Keeping every unstable field visible protects the player from planning around a stale countdown or assumed automation effect.
A recent video shows a current interface, but one run does not establish a permanent location.
No stable server schedule was verified; read the current availability or countdown UI.
No fixed cost is published because current public evidence is not stable enough to support one.
It is an observed interface term. Follow the current task controls because exact behavior can change.