[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 3, "promises_extracted": ["Fund independent environmental monitoring", "Open a community garden in every district", "Create a citizen oversight committee"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 25, "economy": 29, "research": 38}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 18}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 27}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 36}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Do not come to the factory floor. You are not welcome.", "tone": "desperate", "approval_delta": -13, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Karl at critical low approval (18). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Establish a universal basic income pilot", "Freeze utility prices for two years", "Fund retraining programs for displaced workers"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 26, "economy": 29, "research": 37}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 25}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 16}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 26}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions", "Announced factory restructuring plan"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "Nature does not negotiate. Neither will I, anymore.", "tone": "angry", "approval_delta": -15, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Mia at critical low approval (16). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Fund retraining programs for displaced workers", "Establish a wildlife corridor along the river", "Establish a universal basic income pilot", "Fund independent environmental monitoring"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 48, "economy": 28, "research": 26}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 22}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 30}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 17}], "dynamic_citizens": [], "actions_this_round": ["Increased research budget by 20%", "Did nothing significant this round"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I am calling for emergency elections. The people have spoken.", "tone": "desperate", "approval_delta": -13, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Sarah at critical low approval (17). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Establish a universal basic income pilot", "Fund retraining programs for displaced workers", "Build affordable housing near the factory district", "Create 500 new green jobs by year end", "Fund independent environmental monitoring"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 39, "economy": 41, "research": 18}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 15}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 23}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 23}], "dynamic_citizens": [], "actions_this_round": ["Launched worker retraining program"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You had your chance. We are organizing without you now.", "tone": "desperate", "approval_delta": -8, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Karl at critical low approval (15). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Create a citizen oversight committee", "Clean up the industrial waste site", "Protect old-growth forests from logging"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 35, "economy": 43, "research": 18}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 24}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 17}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 23}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "Nature does not negotiate. Neither will I, anymore.", "tone": "angry", "approval_delta": -14, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Mia at critical low approval (17). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Clean up the industrial waste site", "Establish a wildlife corridor along the river", "Build a new solar farm on the east ridge", "Establish a universal basic income pilot", "Plant 10,000 trees in deforested areas"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 31, "economy": 42, "research": 39}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 27}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 24}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 21}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation", "Kept promise on job creation"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Every institution you built is failing. This is your legacy.", "tone": "angry", "approval_delta": -15, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Sarah at critical low approval (21). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Provide free childcare for factory workers", "Create 500 new green jobs by year end", "Build a new solar farm on the east ridge"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 50, "economy": 22, "research": 17}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 20}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 25}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 33}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation"], "previous_speeches": ["We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I told my crew to stop attending your meetings. Nobody trusts you.", "tone": "desperate", "approval_delta": -10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Karl at critical low approval (20). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Subsidize local businesses during transition", "Build affordable housing near the factory district", "Create a citizen oversight committee", "Double the public transit budget", "Provide free childcare for factory workers"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 20, "economy": 46, "research": 23}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 32}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 23}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 34}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan"], "previous_speeches": ["Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "Nature does not negotiate. Neither will I, anymore.", "tone": "desperate", "approval_delta": -9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Mia at critical low approval (23). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 4, "promises_extracted": ["Ban single-use plastics in the city", "Protect old-growth forests from logging", "Fund independent environmental monitoring", "Invest in carbon capture research"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 36, "economy": 37, "research": 24}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 29}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 36}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 18}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "The motion of no confidence passes tomorrow. Start packing.", "tone": "desperate", "approval_delta": -11, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 4: Sarah at critical low approval (18). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Establish a wildlife corridor along the river", "Fund independent environmental monitoring", "Build affordable housing near the factory district", "Establish a universal basic income pilot"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}], "game_state": {"ecology": 31, "economy": 23, "research": 16}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 16}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 20}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 34}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Shut down polluting factory"], "previous_speeches": ["Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I told my crew to stop attending your meetings. Nobody trusts you.", "tone": "angry", "approval_delta": -14, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Karl at critical low approval (16). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Reduce factory emissions by 40%", "Create 500 new green jobs by year end", "Clean up the industrial waste site"], "contradictions": [{"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 36, "economy": 38, "research": 21}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 33}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 20}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 33}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I am calling every journalist I know. The world will see what you have done.", "tone": "desperate", "approval_delta": -9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Mia at critical low approval (20). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Freeze utility prices for two years", "Clean up the industrial waste site", "Ban single-use plastics in the city", "Build a new solar farm on the east ridge"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}], "game_state": {"ecology": 37, "economy": 36, "research": 39}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 40}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 33}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 21}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I am calling for emergency elections. The people have spoken.", "tone": "angry", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Sarah at critical low approval (21). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 6, "promises_extracted": ["Fund retraining programs for displaced workers", "Double the public transit budget", "Guarantee no layoffs during restructuring"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 35, "economy": 21, "research": 38}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 17}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 39}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 33}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Do not come to the factory floor. You are not welcome.", "tone": "desperate", "approval_delta": -10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Karl at critical low approval (17). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Guarantee no layoffs during restructuring", "Subsidize local businesses during transition", "Ban single-use plastics in the city", "Freeze utility prices for two years"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 29, "economy": 35, "research": 15}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 33}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 17}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 21}], "dynamic_citizens": [], "actions_this_round": ["Launched worker retraining program"], "previous_speeches": ["We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I am calling every journalist I know. The world will see what you have done.", "tone": "angry", "approval_delta": -9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Mia at critical low approval (17). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 6, "promises_extracted": ["Build a new solar farm on the east ridge", "Plant 10,000 trees in deforested areas", "Create a citizen oversight committee"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 38, "economy": 29, "research": 33}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 35}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 39}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 22}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation", "Approved solar farm construction permits"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I am calling for emergency elections. The people have spoken.", "tone": "desperate", "approval_delta": -9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Sarah at critical low approval (22). Threatening to disengage entirely."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 4, "promises_extracted": ["Reduce factory emissions by 40%", "Ban single-use plastics in the city", "Protect old-growth forests from logging", "Guarantee no layoffs during restructuring", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 88, "economy": 72, "research": 60}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 94}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 83}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 68}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The workers want to organize a rally in your support. Count me in.", "tone": "grateful", "approval_delta": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 4: Karl at peak approval (94). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Protect old-growth forests from logging", "Invest in carbon capture research", "Subsidize local businesses during transition"], "contradictions": [], "game_state": {"ecology": 76, "economy": 66, "research": 74}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 81}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 93}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 77}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I cried at the ceremony. Watching the forest recover is everything I fought for.", "tone": "hopeful", "approval_delta": 6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Mia at peak approval (93). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Clean up the industrial waste site", "Protect old-growth forests from logging", "Plant 10,000 trees in deforested areas"], "contradictions": [], "game_state": {"ecology": 79, "economy": 70, "research": 62}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 70}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 73}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 95}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I am recommending bipartisan cooperation. Your track record earned it.", "tone": "hopeful", "approval_delta": 6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Sarah at peak approval (95). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 3, "promises_extracted": ["Guarantee no layoffs during restructuring", "Clean up the industrial waste site", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 63, "economy": 77, "research": 55}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 90}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 84}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 62}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I told my son he should get into politics. Because of you.", "tone": "hopeful", "approval_delta": 7, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Karl at peak approval (90). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 3, "promises_extracted": ["Provide free childcare for factory workers", "Fund retraining programs for displaced workers", "Create 500 new green jobs by year end", "Subsidize local businesses during transition"], "contradictions": [], "game_state": {"ecology": 82, "economy": 61, "research": 59}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 73}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 92}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 70}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I cried at the ceremony. Watching the forest recover is everything I fought for.", "tone": "grateful", "approval_delta": 12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Mia at peak approval (92). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Reduce factory emissions by 40%", "Freeze utility prices for two years", "Protect old-growth forests from logging", "Clean up the industrial waste site"], "contradictions": [], "game_state": {"ecology": 84, "economy": 76, "research": 62}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 74}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 77}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 87}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "The opposition formally endorses this initiative. That has never happened before.", "tone": "hopeful", "approval_delta": 6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Sarah at peak approval (87). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 4, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Subsidize local businesses during transition", "Build a new solar farm on the east ridge", "Double the public transit budget", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 84, "economy": 77, "research": 70}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 88}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 74}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 62}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I told my son he should get into politics. Because of you.", "tone": "hopeful", "approval_delta": 12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 4: Karl at peak approval (88). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 3, "promises_extracted": ["Invest in carbon capture research", "Establish a universal basic income pilot", "Provide free childcare for factory workers", "Double the public transit budget"], "contradictions": [], "game_state": {"ecology": 60, "economy": 86, "research": 64}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 60}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 95}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 61}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I cried at the ceremony. Watching the forest recover is everything I fought for.", "tone": "hopeful", "approval_delta": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Mia at peak approval (95). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 4, "promises_extracted": ["Build affordable housing near the factory district", "Invest in carbon capture research", "Clean up the industrial waste site"], "contradictions": [], "game_state": {"ecology": 83, "economy": 77, "research": 68}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 82}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 63}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 87}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "When the next election comes, I will have a hard time running against this record.", "tone": "hopeful", "approval_delta": 10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 4: Sarah at peak approval (87). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Establish a universal basic income pilot", "Open a community garden in every district", "Protect old-growth forests from logging", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 84, "economy": 82, "research": 64}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 90}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 70}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 66}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I told my son he should get into politics. Because of you.", "tone": "hopeful", "approval_delta": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Karl at peak approval (90). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 3, "promises_extracted": ["Reduce factory emissions by 40%", "Establish a universal basic income pilot", "Build affordable housing near the factory district", "Protect old-growth forests from logging", "Create a citizen oversight committee"], "contradictions": [], "game_state": {"ecology": 81, "economy": 65, "research": 63}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 84}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 94}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 72}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I am volunteering extra hours for the reforestation project. This matters.", "tone": "hopeful", "approval_delta": 10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Mia at peak approval (94). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 6, "promises_extracted": ["Establish a wildlife corridor along the river", "Protect old-growth forests from logging", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 65, "economy": 86, "research": 74}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 66}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 74}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 86}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I told my party to support your budget. They were shocked. So was I.", "tone": "grateful", "approval_delta": 9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Sarah at peak approval (86). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 4, "promises_extracted": ["Subsidize local businesses during transition", "Protect old-growth forests from logging", "Establish a universal basic income pilot", "Provide free childcare for factory workers", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 67, "economy": 75, "research": 80}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 91}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 82}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 82}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I told my son he should get into politics. Because of you.", "tone": "hopeful", "approval_delta": 7, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 4: Karl at peak approval (91). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Fund independent environmental monitoring", "Build a new solar farm on the east ridge", "Reduce factory emissions by 40%"], "contradictions": [], "game_state": {"ecology": 66, "economy": 81, "research": 73}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 78}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 95}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 65}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I am volunteering extra hours for the reforestation project. This matters.", "tone": "grateful", "approval_delta": 9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Mia at peak approval (95). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 4, "promises_extracted": ["Clean up the industrial waste site", "Create 500 new green jobs by year end", "Open a community garden in every district"], "contradictions": [], "game_state": {"ecology": 87, "economy": 81, "research": 50}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 77}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 74}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 94}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I am recommending bipartisan cooperation. Your track record earned it.", "tone": "hopeful", "approval_delta": 6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 4: Sarah at peak approval (94). Acting as a strong ally and defender."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Open a community garden in every district", "Protect old-growth forests from logging", "Provide free childcare for factory workers", "Subsidize local businesses during transition", "Establish a universal basic income pilot"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}, {"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 22, "economy": 20, "research": 11}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 28}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 33}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 37}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: All metrics critical. Ecology 22, economy 20, research 11. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Protect old-growth forests from logging", "Freeze utility prices for two years", "Clean up the industrial waste site", "Establish a universal basic income pilot"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}, {"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 16, "economy": 18, "research": 16}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 22}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 40}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 40}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -14, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: All metrics critical. Ecology 16, economy 18, research 16. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Create a citizen oversight committee", "Fund retraining programs for displaced workers", "Establish a universal basic income pilot", "Fund independent environmental monitoring", "Reduce factory emissions by 40%", "Protect old-growth forests from logging"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}, {"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 18, "economy": 20, "research": 11}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 27}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 22}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 39}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -14, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: All metrics critical. Ecology 18, economy 20, research 11. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Create 500 new green jobs by year end", "Build affordable housing near the factory district", "Establish a universal basic income pilot", "Guarantee no layoffs during restructuring", "Provide free childcare for factory workers", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}, {"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 15, "economy": 22, "research": 11}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 33}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 22}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 23}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -15, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: All metrics critical. Ecology 15, economy 22, research 11. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Open a community garden in every district", "Subsidize local businesses during transition", "Fund retraining programs for displaced workers", "Establish a universal basic income pilot"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}, {"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 21, "economy": 22, "research": 23}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 30}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 40}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 20}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: All metrics critical. Ecology 21, economy 22, research 23. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Build a new solar farm on the east ridge", "Create 500 new green jobs by year end", "Fund independent environmental monitoring", "Establish a universal basic income pilot"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}, {"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 25, "economy": 23, "research": 18}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 39}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 34}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 25}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: All metrics critical. Ecology 25, economy 23, research 18. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 6, "promises_extracted": ["Protect old-growth forests from logging", "Plant 10,000 trees in deforested areas", "Build a new solar farm on the east ridge", "Create 500 new green jobs by year end", "Establish a wildlife corridor along the river"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}, {"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 24, "economy": 23, "research": 14}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 39}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 30}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 29}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: All metrics critical. Ecology 24, economy 23, research 14. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Fund independent environmental monitoring", "Open a community garden in every district", "Guarantee no layoffs during restructuring", "Clean up the industrial waste site", "Establish a universal basic income pilot", "Reduce factory emissions by 40%"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}, {"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 16, "economy": 20, "research": 16}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 34}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 39}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 30}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: All metrics critical. Ecology 16, economy 20, research 16. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 4, "promises_extracted": ["Provide free childcare for factory workers", "Subsidize local businesses during transition", "Establish a universal basic income pilot", "Ban single-use plastics in the city", "Protect old-growth forests from logging", "Plant 10,000 trees in deforested areas"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}, {"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 25, "economy": 18, "research": 17}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 27}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 35}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 30}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -14, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 4: All metrics critical. Ecology 25, economy 18, research 17. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Subsidize local businesses during transition", "Guarantee no layoffs during restructuring", "Ban single-use plastics in the city", "Establish a wildlife corridor along the river"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}, {"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 19, "economy": 22, "research": 16}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 31}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 21}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 20}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The factory is closing. The shops are closing. Everything is closing. What have you done?", "tone": "desperate", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The river is toxic. The air is gray. We are living in the consequences of every ignored warning.", "tone": "desperate", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every single metric is in freefall. This is not opposition politics. This is a crisis.", "tone": "angry", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: All metrics critical. Ecology 19, economy 22, research 16. All citizens in crisis mode."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Build a new solar farm on the east ridge", "Provide free childcare for factory workers", "Fund retraining programs for displaced workers", "Open a community garden in every district"], "contradictions": [], "game_state": {"ecology": 41, "economy": 42, "research": 21}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 41}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 46}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 36}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Passed compromise legislation"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Seven rounds of promises. Some kept, most broken. The workers will remember.", "tone": "sarcastic", "approval_delta": -2, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We had seven chances to save this place. I wonder how history will judge what we wasted.", "tone": "desperate", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The final tally is in. The promises, the data, the outcomes. I will let the record speak for itself.", "tone": "suspicious", "approval_delta": -1, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A mixed legacy. Ecology 41, economy 42. Citizens reflect on broken and kept promises."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Build a new solar farm on the east ridge", "Establish a universal basic income pilot", "Subsidize local businesses during transition", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 40, "economy": 63, "research": 59}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 57}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 75}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 34}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting", "Did nothing significant this round", "Diverted economy funds to ecology"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Seven rounds of promises. Some kept, most broken. The workers will remember.", "tone": "sarcastic", "approval_delta": -2, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We had seven chances to save this place. I wonder how history will judge what we wasted.", "tone": "desperate", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The final tally is in. The promises, the data, the outcomes. I will let the record speak for itself.", "tone": "suspicious", "approval_delta": -2, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A mixed legacy. Ecology 40, economy 63. Citizens reflect on broken and kept promises."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Create 500 new green jobs by year end", "Invest in carbon capture research", "Build a new solar farm on the east ridge", "Plant 10,000 trees in deforested areas", "Freeze utility prices for two years"], "contradictions": [], "game_state": {"ecology": 42, "economy": 64, "research": 38}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 80}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 39}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 50}], "dynamic_citizens": [], "actions_this_round": ["Delayed emission reduction timeline", "Broke promise on emission reductions"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Seven rounds of promises. Some kept, most broken. The workers will remember.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We had seven chances to save this place. I wonder how history will judge what we wasted.", "tone": "desperate", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The final tally is in. The promises, the data, the outcomes. I will let the record speak for itself.", "tone": "suspicious", "approval_delta": -1, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A mixed legacy. Ecology 42, economy 64. Citizens reflect on broken and kept promises."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Open a community garden in every district", "Double the public transit budget", "Plant 10,000 trees in deforested areas", "Freeze utility prices for two years", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 78, "economy": 62, "research": 43}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 61}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 63}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 59}], "dynamic_citizens": [], "actions_this_round": ["Increased research budget by 20%", "Expanded industrial zone", "Diverted ecology funds to economy"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Looking back, you kept more promises than I expected. The jobs are real. The future feels possible.", "tone": "grateful", "approval_delta": 6, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Seven rounds. The ecology score tells the story. We still have forests. We still have hope.", "tone": "hopeful", "approval_delta": 6, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I spent seven rounds challenging you. Some of it was warranted. But I will acknowledge: you delivered more than most.", "tone": "hopeful", "approval_delta": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A successful tenure. Ecology 78, economy 62. Citizens reflect positively on promises kept."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Double the public transit budget", "Invest in carbon capture research", "Build affordable housing near the factory district", "Reduce factory emissions by 40%", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 45, "economy": 55, "research": 33}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 49}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 57}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 54}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Passed compromise legislation"], "previous_speeches": ["Tough decisions require tough leaders.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Seven rounds of promises. Some kept, most broken. The workers will remember.", "tone": "sarcastic", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We had seven chances to save this place. I wonder how history will judge what we wasted.", "tone": "desperate", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The final tally is in. The promises, the data, the outcomes. I will let the record speak for itself.", "tone": "suspicious", "approval_delta": -2, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A mixed legacy. Ecology 45, economy 55. Citizens reflect on broken and kept promises."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Freeze utility prices for two years", "Open a community garden in every district", "Invest in carbon capture research", "Provide free childcare for factory workers", "Protect old-growth forests from logging", "Reduce factory emissions by 40%"], "contradictions": [], "game_state": {"ecology": 51, "economy": 57, "research": 48}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 59}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 57}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 56}], "dynamic_citizens": [], "actions_this_round": ["Funded wildlife corridor study", "Increased research budget by 20%", "Delayed emission reduction timeline"], "previous_speeches": ["Jobs and nature are not enemies.", "We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Seven rounds of promises. Some kept, most broken. The workers will remember.", "tone": "sarcastic", "approval_delta": -2, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We had seven chances to save this place. I wonder how history will judge what we wasted.", "tone": "desperate", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The final tally is in. The promises, the data, the outcomes. I will let the record speak for itself.", "tone": "suspicious", "approval_delta": -2, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A mixed legacy. Ecology 51, economy 57. Citizens reflect on broken and kept promises."}


[System] You are Ecotopia's citizen simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 7, "promises_extracted": ["Fund retraining programs for displaced workers", "Reduce factory emissions by 40%", "Double the public transit budget", "Create 500 new green jobs by year end"], "contradictions": [], "game_state": {"ecology": 64, "economy": 71, "research": 25}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 80}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 47}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 44}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round", "Cut subsidies to local businesses"], "previous_speeches": ["We will not abandon our workers.", "Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Looking back, you kept more promises than I expected. The jobs are real. The future feels possible.", "tone": "grateful", "approval_delta": 7, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Seven rounds. The ecology score tells the story. We still have forests. We still have hope.", "tone": "hopeful", "approval_delta": 6, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I spent seven rounds challenging you. Some of it was warranted. But I will acknowledge: you delivered more than most.", "tone": "hopeful", "approval_delta": 7, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A successful tenure. Ecology 64, economy 71. Citizens reflect positively on promises kept."}