What exactly you want managers to do though? Irl there are HR managers and CS managers, and they are very different "classes" ![Smiley :)](https://www.pinkpetal.org/Smileys/DarkB/smiley.gif)
I wrote about it somewhere or at least I planned to (some of it is in issues I think/some in other thread/some mia)
![Cheesy :D](https://www.pinkpetal.org/Smileys/DarkB/cheesy.gif)
They will motivate workers, have some cool random bonuses, keep clients waiting for their turn longer, keeping them in the building and etc. Depending on their other classes, skills and maybe manager subclasses, I think you'be added a few of those already.
Basically, I am writing the "core" code now, at many places, we can add very significant "effects" that can change "flow" of the business. We need to come up with cases where we can change stuff significantly and relay those changes to the player in a clear and consistent manner (no point in over-complicated logic that translates to just different earnings without explanations).
How exactly? I am not sure yet... there are too many options and it needs to be combined with interface, reports and code, I have a long list of "possibilities" somewhere but it's easy brainstorm this stuff. Problem was that most of what I came up with was not plausible to implement in older system.