[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", "Guarantee no layoffs during restructuring", "Fund independent environmental monitoring", "Double the public transit budget", "Provide free childcare for factory workers", "Subsidize local businesses during transition"], "contradictions": [], "game_state": {"ecology": 68, "economy": 38, "research": 68}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 75}, {"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": 64}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions", "Kept promise on job creation"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Seven rounds of promises. Some kept, most broken. The workers will remember.", "tone": "sarcastic", "approval_delta": -7, "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": -7, "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 68, economy 38. 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 a citizen oversight committee", "Open a community garden in every district", "Reduce factory emissions by 40%", "Fund independent environmental monitoring", "Subsidize local businesses during transition", "Freeze utility prices for two years", "Provide free childcare for factory workers"], "contradictions": [], "game_state": {"ecology": 77, "economy": 43, "research": 50}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 44}, {"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": 67}], "dynamic_citizens": [], "actions_this_round": ["Cut subsidies to local businesses", "Passed compromise legislation", "Expanded industrial zone"], "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": -7, "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": -5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A mixed legacy. Ecology 77, economy 43. 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": ["Establish a wildlife corridor along the river", "Clean up the industrial waste site", "Fund independent environmental monitoring", "Provide free childcare for factory workers", "Guarantee no layoffs during restructuring", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 49, "economy": 77, "research": 20}, "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": 72}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 52}], "dynamic_citizens": [], "actions_this_round": ["Expanded industrial zone", "Allocated budget to green job creation"], "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": -6, "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": -1, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A mixed legacy. Ecology 49, economy 77. 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": 6, "promises_extracted": [], "contradictions": [], "game_state": {"ecology": 64, "economy": 54, "research": 38}, "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": 42}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 32}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You are running out of time to do nothing. The factory will not wait.", "tone": "angry", "approval_delta": -5, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Inaction is a choice. And right now, you are choosing to let the environment suffer.", "tone": "angry", "approval_delta": -5, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "No actions, no speeches, no promises. Is this what governance looks like to you?", "tone": "sarcastic", "approval_delta": -5, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 65, "economy": 49, "research": 40}, "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": 51}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 47}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Silence is not leadership. The workers need direction.", "tone": "angry", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Every day you waste is a day the ecosystem cannot get back.", "tone": "angry", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "The record will show that in round 6, you chose to do absolutely nothing.", "tone": "sarcastic", "approval_delta": -7, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 41, "economy": 37, "research": 32}, "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": 51}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 46}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Silence is not leadership. The workers need direction.", "tone": "angry", "approval_delta": -5, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Inaction is a choice. And right now, you are choosing to let the environment suffer.", "tone": "angry", "approval_delta": -6, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "I have criticized your actions before. Now I have to criticize your inaction.", "tone": "sarcastic", "approval_delta": -7, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 3: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 45, "economy": 62, "research": 33}, "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": 47}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 43}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Another round of nothing. At least tell us what the plan is.", "tone": "angry", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Inaction is a choice. And right now, you are choosing to let the environment suffer.", "tone": "angry", "approval_delta": -5, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "No actions, no speeches, no promises. Is this what governance looks like to you?", "tone": "sarcastic", "approval_delta": -6, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 3: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 44, "economy": 48, "research": 42}, "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": 48}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 60}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Another round of nothing. At least tell us what the plan is.", "tone": "angry", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Inaction is a choice. And right now, you are choosing to let the environment suffer.", "tone": "angry", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "I have criticized your actions before. Now I have to criticize your inaction.", "tone": "sarcastic", "approval_delta": -4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 3: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 41, "economy": 35, "research": 24}, "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": 55}, {"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": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You are running out of time to do nothing. The factory will not wait.", "tone": "angry", "approval_delta": -6, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Every day you waste is a day the ecosystem cannot get back.", "tone": "angry", "approval_delta": -5, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "The record will show that in round 4, you chose to do absolutely nothing.", "tone": "sarcastic", "approval_delta": -4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 4: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 36, "economy": 58, "research": 22}, "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": 52}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 56}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You are running out of time to do nothing. The factory will not wait.", "tone": "angry", "approval_delta": -6, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "The trees do not care about your political calculations. They need action.", "tone": "angry", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "No actions, no speeches, no promises. Is this what governance looks like to you?", "tone": "sarcastic", "approval_delta": -4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 40, "economy": 63, "research": 39}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 42}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 59}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 51}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Silence is not leadership. The workers need direction.", "tone": "angry", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Every day you waste is a day the ecosystem cannot get back.", "tone": "angry", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "The record will show that in round 3, you chose to do absolutely nothing.", "tone": "sarcastic", "approval_delta": -7, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 3: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 63, "economy": 62, "research": 25}, "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": 51}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 59}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Silence is not leadership. The workers need direction.", "tone": "angry", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Every day you waste is a day the ecosystem cannot get back.", "tone": "angry", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "No actions, no speeches, no promises. Is this what governance looks like to you?", "tone": "sarcastic", "approval_delta": -4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 3: Player took no meaningful action. All citizens react negatively to inaction and silence."}


[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": [], "contradictions": [], "game_state": {"ecology": 59, "economy": 52, "research": 23}, "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": 46}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 54}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Another round of nothing. At least tell us what the plan is.", "tone": "angry", "approval_delta": -5, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "The trees do not care about your political calculations. They need action.", "tone": "angry", "approval_delta": -7, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "The record will show that in round 5, you chose to do absolutely nothing.", "tone": "sarcastic", "approval_delta": -6, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: Player took no meaningful action. All citizens react negatively to inaction and silence."}