[x] The Caste of the Ruler
How does the Will of the Hive/Castes work?
Alright, starting with Will of the Hive. You begin without an administration, and so getting advisors is good to start with. For each category, you will have a choice, to begin with, to figure out and to implement the will of the people, basically 'Do what people want.' Choices as you unlock them (you can take personal actions to do the same as well) will be marked to indicate that they're what the people at large want. Every turn there's a chance that the people could do it themselves with your inspiration (free action), but you can also implement them. The more actions you do that accord with the 'Will of the Hive' the higher the rating and the more bonuses you get. The Will sometimes contradicts itself, of course. You also get bonuses against Intrigue-actions against you that grow larger. By figuring out what the people want you can gain popularity and the bonuses inherent, moving with and among the people, as it said. But going too far into Will of The People means that to maintain the bonuses you have to spend most of your actions as a mouthpiece, and therein lies what you have to balance if you want to not move with the whims of the man on the street.
You also, in this same paradigm, can talk to the Castes even as a 'Will of the Hive' ruler, and start doing actions that benefit the individual Castes, though this is in some ways a betrayal and you'd have to either balance it against the Will of The Hive or begin moving your administration away from "Listening to the people" towards either (depending on whether you are positive about them or not) "Listening to the best people" or "Totally selling out to a bunch of interest groups."
You can also, third prong of decisions, come up with ideas on your own or build a cadre of administrators (and even bureaucracy which gives their bonuses to rolls) and advisors who will have their own ideas. The risk, or the thing to balance there, is that you'll become isolated from the Will of the Hive, with guards to keep the riff-raff out, advisors to tell you that it's fine to do this and that and the other thing that piss the people of the Hive off, and that creates a lot of tensions and confusion and chance to be overthrown and the people of the Hive might grow apathetic making a lot of actions harder.
Move with the Hive and things go well, or at least, they can, move against it and things can get harder, and yet sometimes the hard thing needs to be done.
So it's more than just a popularity index.
Now, if you choose 'Council of the Castes' as a government plan, rather than as an element of your government, what you have is a council representing each clan. The lawyers, the defense-forces, the magnates, the weavers, the technicians...so on and so forth. Instead of it being a 'all castes in general' mechanic, it'd be based on specific castes, with suggestions from the Police Caste representative like...oh, let's use real-life examples, "Stop prosecuting us for killing unarmed people and we'll give you cudos and trade votes for you on your new economic policy." Or whatnot. Often less negative than that, of course, but you have to balance the desires of the Castes with, well, what's actually right, while getting enough votes to Dominate the Council, since if you lose that (by, say, ignoring the Castes and pissing them off), you just become another voter member and the game changes dramatically.