In short, re:
http://www.bay12forums.com/smf/index.php?topic=61620.0 and the other threads linked to in it, I think it would be ideal to stay away from hard-coding wherever possible and leave tokens and variables moddable.
PLEASE NOTE: I'm currently not in a position to work the entire thing out, so I'm giving a general framework--the community is intended to mull over the possibilities and tinker with it a bit to make it robust and effective.
What I propose is...
Step 1: Assign dwarves personality values or to take advantage of the values already present to include things like ambition, work ethic, desire for social recognition, propensity to consume, civic-mindedness, and generosity.
Step 2: Entity tokens that delineate political variability, one for governmental type and another for economic model.
Example: Laissez faire capitalism, pure communism, socialist capitalism, fascism, autocracy, theocracy, plutocracy, etc. with frequency and "seriousness" values. Frequency changes the chances of seeing one type or another obviously, and "seriousness" represents the average degree to which the majority of that entity will cleave to those beliefs.
For example, in a purely capitalist[5] autocracy[2], the average dwarf cares significantly more about personal wealth than political representation, whereas in a LF capitalist [2] autocracy [5] society, even with the same type of government, the average dwarf will value political power/status than money.
Step 3: RAW entries for varying types of governments that give the basic behaviors expected. Most of the things I could think of can be expressed algorithmically, including mimicking the current behavior exactly by including a zero coefficient so that social skills are the only source of social standing.
Examples:
Pure Communism
Social Standing is based on "income" (tracked but not backed by currency) divided by "consumption" (total value of goods and services consumed) such that hard working dwarves are respected, and dwarves who crave respect will tend to work harder to some degree and/or consume less to some degree. Thus, social class is related to economics but not in the sense that we traditionally think of them.
Pure Capitalism
Social standing will be to some extent based on a logarithmic scale of personal wealth. A dwarf's propensity to consume will cause that dwarf to decide to spend money (i.e. a higher value on the "do I buy something?" check) which can end up making that dwarf unhappy if say, they are also lazy (poor work ethic) and poor (not highly skilled in a desirable, read rare or important, field) Ambitious dwarves will went to want to do higher paying jobs (there will probably need to be a calculation that figures out how much time a job will take for this to work properly.)
Autocracy
Social standing is to a MASSIVE extent by your relationship to the current ruler, in a Feudal Autocracy blood relationships are primary, but not all autocracies are feudal.
Theocracy
Social standing and political power will be significantly boosted by being part of the normative religion and moreso by being active in the religion, with a scale from attends regularly (small social standing boost) to top leadership position in the church (huge boost.)
The whole mess is based on the idea that higher social standing = higher chance of occupying leadership positions.
The "seriousness" value I posited earlier would influence these values of course, and social relationships with people in leadership positions will slightly increase your standing as well, depending on the entity "sociability" value.
Step 4: RAW entries for "actions"
In short, these are the more noticable effects. Rules that will "trigger" every so often under certain circumstances.
Example:
Share -- Every so often (based on generosity, total wealth, and happiness) a dwarf will give money to someone who has less money. Sociability value of the entity is used to do a check to see what pool of dwarves the recipient is selected from, Family -> Friends -> Acquaintances -> Unknown dwarves.
This is a good place to use entity ethics and other numbers we already have to alter the probabilities. The incidence of most of these actions will be fairly low, but you might get a particularly ruthless and bloody-minded goblin who tries to arrange an unfortunate accident for the person who has a position he wants, or what have you.
Ideally the end result is dwarven (or whatever entity you want) societies will be modeled (somewhat) realistically by the game with the behaviors being the result of properties rather than as something hardcoded. Different actions might be the result of different types of unhappiness, or if we eschew NW_Kohaku's idea of multiple happiness values (which I personally like,) some actions will occur more or less when dwarves are unhappy or happy to varying extents.