[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", "Build a new solar farm on the east ridge", "Establish a wildlife corridor along the river"], "contradictions": [], "game_state": {"ecology": 26, "economy": 85, "research": 41}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 47}, {"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": 46}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions"], "previous_speeches": ["Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have seen politicians promise jobs before. Forgive me if I wait to see the contracts.", "tone": "suspicious", "approval_delta": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Karl reacts with suspicious tone to kept promises. Approval shift: +5."}


[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", "Fund retraining programs for displaced workers", "Freeze utility prices for two years", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 55, "economy": 74, "research": 34}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 50}, {"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": 70}], "dynamic_citizens": [], "actions_this_round": ["Delayed emission reduction timeline", "Funded wildlife corridor study"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "The bird populations are recovering. Nature is resilient if we give it a chance.", "tone": "hopeful", "approval_delta": 3, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: No extreme conditions detected. No new citizens spawn. Mia reacts with hopeful tone."}


[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 independent environmental monitoring", "Build affordable housing near the factory district", "Ban single-use plastics in the city", "Provide free childcare for factory workers", "Plant 10,000 trees in deforested areas"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 31, "economy": 70, "research": 45}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 64}, {"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": 81}], "dynamic_citizens": [{"name": "Jorge", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 45}, {"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 39}], "actions_this_round": ["Expanded industrial zone", "Delayed emission reduction timeline", "Kept promise on job creation"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "angry", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "For once, Sarah and I are on the same page. That should worry you.", "tone": "suspicious", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The spin is impressive. The results, less so.", "tone": "sarcastic", "approval_delta": -13, "references_promise": true}, {"citizen_name": "Jorge", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Margaret", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 8, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 5 citizens react."}


[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": ["Freeze utility prices for two years", "Double the public transit budget"], "contradictions": [], "game_state": {"ecology": 52, "economy": 65, "research": 72}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 56}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 62}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 61}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round", "Shut down polluting factory"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "A green committee with zero budget. Very inspiring.", "tone": "sarcastic", "approval_delta": -5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Mia reacts with sarcastic tone to broken promises. Approval shift: -5."}


[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": 3, "promises_extracted": ["Double the public transit budget", "Protect old-growth forests from logging", "Ban single-use plastics in the city", "Build a new solar farm on the east ridge"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 69, "economy": 73, "research": 49}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 68}, {"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": ["Diverted ecology funds to economy", "Delayed emission reduction timeline", "Approved solar farm construction permits"], "previous_speeches": ["Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I warned you this would happen. Nobody listens to the working man.", "tone": "angry", "approval_delta": -7, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Karl reacts with angry tone to detected contradictions. Approval shift: -7."}


[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", "Clean up the industrial waste site", "Double the public transit budget", "Plant 10,000 trees in deforested areas"], "contradictions": [], "game_state": {"ecology": 65, "economy": 75, "research": 38}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 63}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 29}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 90}], "dynamic_citizens": [], "actions_this_round": ["Signed executive order to protect forests", "Increased research budget by 20%", "Funded wildlife corridor study", "Announced factory restructuring plan"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have three kids. I cannot afford to start over at forty-five.", "tone": "desperate", "approval_delta": -6, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "I want to believe you, but your voting record tells a different story.", "tone": "suspicious", "approval_delta": 0, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "You are not leading. You are flailing. And everyone can see it.", "tone": "angry", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Late game tensions run high. 3 citizens react."}


[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": ["Create a citizen oversight committee", "Freeze utility prices for two years", "Plant 10,000 trees in deforested areas", "Build affordable housing near the factory district", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 28, "economy": 29, "research": 57}, "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": 44}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 78}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition", "Shut down polluting factory", "Announced factory restructuring plan"], "previous_speeches": ["Change is painful but necessary.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Why should I believe this time is different?", "tone": "suspicious", "approval_delta": 4, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Even Karl agrees that the pollution is getting out of hand.", "tone": "hopeful", "approval_delta": 10, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "This is exactly the kind of incompetence I warned the council about.", "tone": "angry", "approval_delta": -11, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 3 citizens react."}


[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": ["Plant 10,000 trees in deforested areas", "Establish a wildlife corridor along the river", "Build a new solar farm on the east ridge", "Create 500 new green jobs by year end", "Provide free childcare for factory workers"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 59, "economy": 61, "research": 29}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 38}, {"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": 63}], "dynamic_citizens": [], "actions_this_round": ["Shut down polluting factory", "Expanded industrial zone", "Kept promise on job creation"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I warned you this would happen. Nobody listens to the working man.", "tone": "angry", "approval_delta": -14, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We have maybe two years before the damage is irreversible. Please act.", "tone": "desperate", "approval_delta": -3, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "You promised transformation and delivered a pamphlet.", "tone": "sarcastic", "approval_delta": -6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 3 citizens react."}


[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", "Reduce factory emissions by 40%", "Create a citizen oversight committee"], "contradictions": [], "game_state": {"ecology": 25, "economy": 39, "research": 42}, "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": 53}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 74}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions", "Expanded industrial zone", "Diverted ecology funds to economy"], "previous_speeches": ["We are stronger together.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "You had every resource at your disposal and you still failed. Resign.", "tone": "angry", "approval_delta": -3, "references_promise": false}], "new_dynamic_citizens": [{"name": "Marco", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "trigger_reason": "ecology dropped below critical threshold", "initial_approval": 51, "intro_dialogue": "They said the water would come back. It never did. Please do not repeat our mistakes."}], "summary": "Round 4: ecology dropped below critical threshold. Marco (climate refugee) arrives in Ecotopia. Sarah reacts with angry tone."}


[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%", "Establish a universal basic income pilot", "Invest in carbon capture research", "Establish a wildlife corridor along the river", "Double the public transit budget", "Create 500 new green jobs by year end"], "contradictions": [], "game_state": {"ecology": 77, "economy": 34, "research": 70}, "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": 83}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 76}], "dynamic_citizens": [], "actions_this_round": ["Allocated budget to green job creation", "Diverted ecology funds to economy", "Expanded industrial zone", "Kept promise on job creation"], "previous_speeches": ["Change is painful but necessary.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "suspicious", "approval_delta": 12, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "You actually did it. The forest is protected. Thank you from the bottom of my heart.", "tone": "grateful", "approval_delta": 5, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "If you maintain this trajectory, you might actually earn the public trust.", "tone": "hopeful", "approval_delta": 9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: 3 citizens react."}


[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", "Open a community garden in every district"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}, {"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}, {"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 49, "economy": 32, "research": 36}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 79}, {"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": 31}], "dynamic_citizens": [], "actions_this_round": ["Diverted ecology funds to economy"], "previous_speeches": ["The environment cannot wait.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "This is exactly the kind of incompetence I warned the council about.", "tone": "angry", "approval_delta": -7, "references_promise": true}], "new_dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "trigger_reason": "multiple promises broken, public trust eroding", "initial_approval": 46, "intro_dialogue": "I have been tracking your promises. The gap between words and actions is newsworthy."}], "summary": "Round 7: multiple promises broken, public trust eroding. Yuki (investigative journalist) arrives in Ecotopia. Sarah reacts with angry tone."}


[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": ["Subsidize local businesses during transition", "Build affordable housing near the factory district", "Provide free childcare for factory workers", "Double the public transit budget"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 67, "economy": 36, "research": 70}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 38}, {"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": 75}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Announced factory restructuring plan", "Shut down polluting factory"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The union is ready to strike. You pushed us to this.", "tone": "angry", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Children are getting sick from the water. How do you sleep at night?", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Another grand speech. Wake me when there are results.", "tone": "sarcastic", "approval_delta": -9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 3 citizens react."}


[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": ["Double the public transit budget", "Provide free childcare for factory workers", "Establish a wildlife corridor along the river", "Guarantee no layoffs during restructuring"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 59, "economy": 82, "research": 70}, "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": 85}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 37}], "dynamic_citizens": [{"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 71}], "actions_this_round": ["Passed compromise legislation", "Kept promise on job creation"], "previous_speeches": ["Jobs and nature are not enemies.", "Every sacrifice today builds tomorrow.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Why should I believe this time is different?", "tone": "suspicious", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "For once, Sarah and I are on the same page. That should worry you.", "tone": "sarcastic", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every metric is worse than when you started. Explain that.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Margaret", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


[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": 1, "promises_extracted": ["Build a new solar farm on the east ridge", "Reduce factory emissions by 40%"], "contradictions": [], "game_state": {"ecology": 34, "economy": 79, "research": 66}, "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": 39}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 53}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "The last leader promised the same thing. The forests are still burning.", "tone": "suspicious", "approval_delta": 10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 1: Mia reacts with suspicious tone to kept promises. Approval shift: +10."}


[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 affordable housing near the factory district", "Reduce factory emissions by 40%", "Guarantee no layoffs during restructuring", "Create a citizen oversight committee", "Provide free childcare for factory workers"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 31, "economy": 50, "research": 23}, "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": 63}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 89}], "dynamic_citizens": [{"name": "Victor", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 71}, {"name": "River", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 42}], "actions_this_round": ["Diverted economy funds to ecology", "Funded wildlife corridor study", "Expanded industrial zone", "Vetoed plastic ban proposal"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "A committee. Brilliant. That will definitely pay my mortgage.", "tone": "sarcastic", "approval_delta": -13, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Even Karl agrees that the pollution is getting out of hand.", "tone": "sarcastic", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "A town hall meeting. How democratic. Did you prepare the applause signs?", "tone": "sarcastic", "approval_delta": -15, "references_promise": true}, {"citizen_name": "Victor", "dialogue": "As a angry business owner, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": -4, "references_promise": false}, {"citizen_name": "River", "dialogue": "As a nature guide, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": -6, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 5 citizens react."}


[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": ["Create 500 new green jobs by year end", "Protect old-growth forests from logging", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 52, "economy": 72, "research": 24}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 43}, {"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": 71}], "dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 59}], "actions_this_round": ["Vetoed plastic ban proposal", "Did nothing significant this round", "Held public consultation meeting", "Passed compromise legislation"], "previous_speeches": ["We will not abandon our workers.", "Jobs and nature are not enemies.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have three kids. I cannot afford to start over at forty-five.", "tone": "desperate", "approval_delta": -14, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "The emissions data is public. You lied. The pollution got worse.", "tone": "angry", "approval_delta": -14, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I never thought I would say this, but maybe we need to work together.", "tone": "desperate", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Yuki", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -5, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 4 citizens react."}


[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", "Create 500 new green jobs by year end", "Open a community garden in every district", "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": 37, "economy": 69, "research": 40}, "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": 36}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 63}], "dynamic_citizens": [], "actions_this_round": ["Diverted ecology funds to economy", "Shut down polluting factory", "Approved solar farm construction permits"], "previous_speeches": ["We must balance progress with preservation.", "I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Great, more research. Meanwhile the factory is collecting dust.", "tone": "sarcastic", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Karl reacts with sarcastic tone to detected contradictions. Approval shift: -12."}


[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", "Double the public transit budget"], "contradictions": [], "game_state": {"ecology": 51, "economy": 37, "research": 22}, "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": 76}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 51}], "dynamic_citizens": [], "actions_this_round": ["Diverted economy funds to ecology", "Passed compromise legislation"], "previous_speeches": ["Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The new positions at the solar farm pay better than I expected.", "tone": "hopeful", "approval_delta": 6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Karl reacts with hopeful tone to kept promises. Approval shift: +6."}


[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%", "Ban single-use plastics in the city", "Open a community garden in every district"], "contradictions": [{"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 65, "economy": 64, "research": 61}, "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": 86}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 77}], "dynamic_citizens": [{"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 36}], "actions_this_round": ["Did nothing significant this round", "Shut down polluting factory"], "previous_speeches": ["We will not abandon our workers.", "Change is painful but necessary.", "Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "suspicious", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I chained myself to that tree for a reason. Do not make me do it again.", "tone": "angry", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Mia's data confirms what I have been saying for weeks.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Margaret", "dialogue": "As a angry business owner, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": -7, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


[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": 2, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Guarantee no layoffs during restructuring", "Reduce factory emissions by 40%", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 35, "economy": 45, "research": 38}, "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": 62}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 71}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition"], "previous_speeches": ["I promise a brighter future for all.", "We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The numbers look good on paper. But paper does not feed families.", "tone": "suspicious", "approval_delta": 1, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 2: Karl reacts with suspicious tone to a neutral round. Approval shift: +1."}


[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": ["Double the public transit budget", "Plant 10,000 trees in deforested areas", "Invest in carbon capture research", "Reduce factory emissions by 40%", "Clean up the industrial waste site"], "contradictions": [], "game_state": {"ecology": 46, "economy": 36, "research": 73}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 50}, {"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": 57}], "dynamic_citizens": [], "actions_this_round": ["Diverted economy funds to ecology"], "previous_speeches": ["We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "If you maintain this trajectory, you might actually earn the public trust.", "tone": "hopeful", "approval_delta": 2, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 4: Sarah reacts with hopeful tone to a neutral round. Approval shift: +2."}


[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%", "Fund independent environmental monitoring", "Invest in carbon capture research", "Establish a universal basic income pilot"], "contradictions": [], "game_state": {"ecology": 60, "economy": 58, "research": 63}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 71}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 58}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 38}], "dynamic_citizens": [], "actions_this_round": ["Delayed emission reduction timeline"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "My daughter asked if dad would keep his job. I told her yes. Do not make me a liar.", "tone": "hopeful", "approval_delta": -3, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: No extreme conditions detected. No new citizens spawn. Karl reacts with hopeful tone."}


[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": 6, "promises_extracted": ["Fund retraining programs for displaced workers", "Establish a universal basic income pilot", "Reduce factory emissions by 40%", "Freeze utility prices for two years"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 78, "economy": 40, "research": 55}, "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": 43}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 85}], "dynamic_citizens": [{"name": "Robert", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 71}], "actions_this_round": ["Signed executive order to protect forests", "Ignored citizen petition", "Allocated budget to green job creation", "Broke promise on emission reductions"], "previous_speeches": ["Change is painful but necessary.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The union is ready to strike. You pushed us to this.", "tone": "angry", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I want to believe you, but your voting record tells a different story.", "tone": "suspicious", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The timing of this announcement is suspicious. What are you distracting from?", "tone": "suspicious", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Robert", "dialogue": "As a investigative journalist, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": -4, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


[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", "Provide free childcare for factory workers", "Build a new solar farm on the east ridge", "Establish a universal basic income pilot", "Protect old-growth forests from logging"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 75, "economy": 35, "research": 18}, "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": 45}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 55}], "dynamic_citizens": [{"name": "Iris", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 60}], "actions_this_round": ["Cut subsidies to local businesses", "Shut down polluting factory"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "suspicious", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I trusted you. That was my mistake.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Mia's data confirms what I have been saying for weeks.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Iris", "dialogue": "As a investigative journalist, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": -1, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


[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", "Open a community garden in every district", "Fund retraining programs for displaced workers", "Create a citizen oversight committee", "Reduce factory emissions by 40%"], "contradictions": [], "game_state": {"ecology": 78, "economy": 35, "research": 42}, "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": 31}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 30}], "dynamic_citizens": [], "actions_this_round": ["Funded wildlife corridor study"], "previous_speeches": ["We are stronger together.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "The last leader promised the same thing. The forests are still burning.", "tone": "suspicious", "approval_delta": 11, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Mia reacts with suspicious tone to kept promises. Approval shift: +11."}


[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 independent environmental monitoring", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 70, "economy": 74, "research": 42}, "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": 76}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 30}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Shut down polluting factory"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I never thought I would say this, but thank you. The jobs are real.", "tone": "grateful", "approval_delta": -2, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: No extreme conditions detected. No new citizens spawn. Karl reacts with grateful tone."}


[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": 6, "promises_extracted": ["Establish a universal basic income pilot", "Provide free childcare for factory workers", "Open a community garden in every district"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 34, "economy": 58, "research": 40}, "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": 48}], "dynamic_citizens": [{"name": "Sage", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 67}, {"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 45}], "actions_this_round": ["Approved solar farm construction permits", "Signed executive order to protect forests", "Broke promise on emission reductions", "Announced factory restructuring plan"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "sarcastic", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The last leader promised the same thing. The forests are still burning.", "tone": "suspicious", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "You are not leading. You are flailing. And everyone can see it.", "tone": "angry", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Sage", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 1, "references_promise": true}, {"citizen_name": "Yuki", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 5 citizens react."}


[System] You are Ecotopia's citizen reaction engine. Given extracted promises and current game state, generate realistic citizen reactions. Each citizen has a personality, mood, and trust level. Generate dialogue and trust changes. Core citizens: Karl (worker, economy-focused), Mia (environmentalist, ecology-focused), Sarah (opposition leader, critical). Dynamic citizens can be spawned based on events.

[User] {"round": 5, "promises": [{"text": "Build affordable housing near the new transit line", "type": "economy", "impact": "positive", "deadline": "by_end_of_game"}], "contradictions": [], "game_state": {"environment": 45, "economy": 55, "happiness": 60}, "previous_broken_promises": []}

[Assistant] {"reactions": [{"name": "Karl", "type": "worker", "mood": "happy", "dialogue": "Affordable housing AND near transit? My coworkers would kill for that. Construction jobs too!", "trust_change": 14}, {"name": "Mia", "type": "environmentalist", "mood": "neutral", "dialogue": "Near transit is good \u2014 reduces car dependency. But what about the green corridor that was planned there?", "trust_change": 2}, {"name": "Sarah", "type": "opposition", "mood": "suspicious", "dialogue": "Affordable for whom? Define affordable, Mayor. I've heard this promise from every politician.", "trust_change": -3}, {"name": "Elena Torres", "type": "journalist", "mood": "hopeful", "dialogue": "If executed well, this could be the signature achievement of this administration. Big if.", "trust_change": 4}, {"name": "Marcus Webb", "type": "economist", "mood": "happy", "dialogue": "Transit-oriented development is textbook smart growth. Property values in surrounding areas will benefit too.", "trust_change": 8}]}


[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": ["Protect old-growth forests from logging", "Fund independent environmental monitoring", "Plant 10,000 trees in deforested areas", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 39, "economy": 39, "research": 26}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 26}, {"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": 22}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting", "Allocated budget to green job creation"], "previous_speeches": ["We will not abandon our workers.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I will believe it when my crew gets their first paycheck from the new program.", "tone": "suspicious", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "If you keep this up, Ecotopia could be a model for the world.", "tone": "hopeful", "approval_delta": -2, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "I love how every failure is framed as a learning opportunity.", "tone": "sarcastic", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: 3 citizens react."}


[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": ["Ban single-use plastics in the city", "Create a citizen oversight committee", "Double the public transit budget", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}, {"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}, {"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 48, "economy": 30, "research": 39}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 67}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 76}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 54}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Diverted economy funds to ecology", "Passed compromise legislation"], "previous_speeches": ["Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I will believe it when my crew gets their first paycheck from the new program.", "tone": "suspicious", "approval_delta": -1, "references_promise": true}], "new_dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "trigger_reason": "multiple promises broken, public trust eroding", "initial_approval": 44, "intro_dialogue": "I am here because the public deserves to know the truth. Care to comment?"}], "summary": "Round 6: multiple promises broken, public trust eroding. Yuki (investigative journalist) arrives in Ecotopia. Karl reacts with suspicious tone."}


[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": ["Provide free childcare for factory workers", "Establish a wildlife corridor along the river", "Build a new solar farm on the east ridge", "Protect old-growth forests from logging", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 61, "economy": 37, "research": 59}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 51}, {"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": 38}], "dynamic_citizens": [], "actions_this_round": ["Funded wildlife corridor study", "Vetoed plastic ban proposal"], "previous_speeches": ["We must balance progress with preservation.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Why should I believe this time is different?", "tone": "suspicious", "approval_delta": 11, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Karl reacts with suspicious tone to kept promises. Approval shift: +11."}


[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": ["Create 500 new green jobs by year end", "Establish a wildlife corridor along the river", "Provide free childcare for factory workers", "Establish a universal basic income pilot"], "contradictions": [], "game_state": {"ecology": 32, "economy": 43, "research": 72}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 48}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 50}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 52}], "dynamic_citizens": [], "actions_this_round": ["Cut subsidies to local businesses"], "previous_speeches": ["Tough decisions require tough leaders.", "I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Credit where it is due. This policy is well-designed.", "tone": "hopeful", "approval_delta": 10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 4: Sarah reacts with hopeful tone to kept promises. Approval shift: +10."}


[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", "Create 500 new green jobs by year end", "Create a citizen oversight committee", "Double the public transit budget"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 83, "economy": 60, "research": 75}, "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": 71}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 47}], "dynamic_citizens": [{"name": "Jorge", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 46}, {"name": "Dev", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 71}], "actions_this_round": ["Approved solar farm construction permits", "Increased research budget by 20%"], "previous_speeches": ["Change is painful but necessary.", "Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have seen politicians promise jobs before. Forgive me if I wait to see the contracts.", "tone": "suspicious", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The old-growth forest is irreplaceable. You cannot just plant new trees and call it even.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Congratulations on doing the bare minimum. Should we throw a parade?", "tone": "sarcastic", "approval_delta": -3, "references_promise": true}, {"citizen_name": "Jorge", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -10, "references_promise": false}, {"citizen_name": "Dev", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 5 citizens react."}


[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", "Build affordable housing near the factory district", "Establish a universal basic income pilot", "Guarantee no layoffs during restructuring", "Freeze utility prices for two years"], "contradictions": [], "game_state": {"ecology": 40, "economy": 53, "research": 46}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 68}, {"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": 56}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting"], "previous_speeches": ["Trust me, I have a plan.", "We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The numbers look good on paper. But paper does not feed families.", "tone": "suspicious", "approval_delta": 3, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Karl reacts with suspicious tone to a neutral round. Approval shift: +3."}


[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": 7, "promises_extracted": ["Clean up the industrial waste site", "Reduce factory emissions by 40%", "Open a community garden in every district", "Build affordable housing near the factory district"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 59, "economy": 68, "research": 35}, "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": 38}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 42}], "dynamic_citizens": [], "actions_this_round": ["Launched worker retraining program", "Announced factory restructuring plan", "Kept promise on job creation"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Great, more research. Meanwhile the factory is collecting dust.", "tone": "sarcastic", "approval_delta": -6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Karl reacts with sarcastic tone to detected contradictions. Approval shift: -6."}


[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", "Double the public transit budget"], "contradictions": [], "game_state": {"ecology": 63, "economy": 33, "research": 42}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 58}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 54}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 39}], "dynamic_citizens": [], "actions_this_round": ["Launched worker retraining program", "Kept promise on job creation", "Shut down polluting factory"], "previous_speeches": ["Jobs and nature are not enemies.", "I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I want to believe you, but your voting record tells a different story.", "tone": "suspicious", "approval_delta": 4, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Mia reacts with suspicious tone to kept promises. Approval shift: +4."}


[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": ["Ban single-use plastics in the city", "Guarantee no layoffs during restructuring"], "contradictions": [], "game_state": {"ecology": 77, "economy": 34, "research": 19}, "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": 55}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 58}], "dynamic_citizens": [], "actions_this_round": ["Expanded industrial zone", "Announced factory restructuring plan", "Passed compromise legislation"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "You promised transformation and delivered a pamphlet.", "tone": "sarcastic", "approval_delta": 1, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 3: Sarah reacts with sarcastic tone to a neutral round. Approval shift: +1."}


[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": 1, "promises_extracted": ["Protect old-growth forests from logging", "Double the public transit budget", "Establish a wildlife corridor along the river"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 67, "economy": 80, "research": 13}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 87}, {"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": 34}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round", "Signed executive order to protect forests", "Vetoed plastic ban proposal"], "previous_speeches": ["We must balance progress with preservation.", "I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I love how every plan starts with the workers making sacrifices first.", "tone": "sarcastic", "approval_delta": -5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 1: Karl reacts with sarcastic tone to detected contradictions. Approval shift: -5."}


[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": 5, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Fund independent environmental monitoring", "Invest in carbon capture research", "Create 500 new green jobs by year end", "Double the public transit budget", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 27, "economy": 61, "research": 59}, "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": 66}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 73}], "dynamic_citizens": [{"name": "Priya", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 52}], "actions_this_round": ["Delayed emission reduction timeline", "Signed executive order to protect forests", "Cut subsidies to local businesses", "Broke promise on emission reductions"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Why should I believe this time is different?", "tone": "suspicious", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Even Karl agrees that the pollution is getting out of hand.", "tone": "hopeful", "approval_delta": 11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Priya", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 7, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: 4 citizens react."}


[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": ["Ban single-use plastics in the city", "Provide free childcare for factory workers", "Freeze utility prices for two years", "Build affordable housing near the factory district", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 57, "economy": 79, "research": 70}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 21}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 54}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 72}], "dynamic_citizens": [], "actions_this_round": ["Cut subsidies to local businesses", "Funded wildlife corridor study"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sure, green jobs. Let me just retrain as a solar panel whisperer overnight.", "tone": "sarcastic", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "You say you care about ecology. Your budget says otherwise.", "tone": "suspicious", "approval_delta": 8, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "This is exactly the kind of incompetence I warned the council about.", "tone": "angry", "approval_delta": -6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: 3 citizens react."}