[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 wildlife corridor along the river", "Guarantee no layoffs during restructuring"], "contradictions": [], "game_state": {"ecology": 42, "economy": 61, "research": 75}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 54}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 56}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 68}], "dynamic_citizens": [], "actions_this_round": ["Vetoed plastic ban proposal"], "previous_speeches": ["I promise a brighter future for all.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "The opposition acknowledges progress. We will be watching closely.", "tone": "hopeful", "approval_delta": -3, "references_promise": false}], "new_dynamic_citizens": [{"name": "Dev", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "trigger_reason": "research exceeded innovation threshold", "initial_approval": 53, "intro_dialogue": "I relocated my company because of your research programs. Do not stop now."}], "summary": "Round 6: research exceeded innovation threshold. Dev (tech entrepreneur) arrives in Ecotopia. Sarah 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": 2, "promises_extracted": ["Double the public transit budget", "Invest in carbon capture research", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 42, "economy": 40, "research": 80}, "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": 65}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 65}], "dynamic_citizens": [], "actions_this_round": ["Delayed emission reduction timeline"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Oh wonderful, another speech about the future. My rent is due now.", "tone": "sarcastic", "approval_delta": 3, "references_promise": false}], "new_dynamic_citizens": [{"name": "Zara", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "trigger_reason": "research exceeded innovation threshold", "initial_approval": 42, "intro_dialogue": "The data from your labs is groundbreaking. We can commercialize this within months."}], "summary": "Round 2: research exceeded innovation threshold. Zara (tech entrepreneur) arrives in Ecotopia. Karl reacts with sarcastic 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": ["Establish a universal basic income pilot", "Freeze utility prices for two years", "Fund retraining programs for displaced workers"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 26, "economy": 29, "research": 37}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 25}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 16}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 26}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions", "Announced factory restructuring plan"], "previous_speeches": ["Tough decisions require tough leaders."]}

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


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

[User] {"round": 6, "promises_extracted": ["Fund independent environmental monitoring", "Provide free childcare for factory workers", "Create a citizen oversight committee", "Establish a wildlife corridor along the river", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 42, "economy": 42, "research": 22}, "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": 64}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 48}], "dynamic_citizens": [{"name": "Felix", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 37}, {"name": "Birch", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 74}], "actions_this_round": ["Did nothing significant this round", "Vetoed plastic ban proposal", "Shut down polluting factory", "Signed executive order to protect forests"], "previous_speeches": ["We must balance progress with preservation.", "Jobs and nature are not enemies.", "Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You shut down the plant without a plan. People have families to feed.", "tone": "angry", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The emissions data is public. You lied. The pollution got worse.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "You are not leading. You are flailing. And everyone can see it.", "tone": "angry", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Felix", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Birch", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 3, "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": 6, "promises_extracted": ["Establish a wildlife corridor along the river", "Protect old-growth forests from logging", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 65, "economy": 86, "research": 74}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 66}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 74}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 86}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Signed executive order to protect forests"], "previous_speeches": ["The environment cannot wait."]}

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


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

[User] {"round": 6, "promises_extracted": ["Open a community garden in every district", "Build a new solar farm on the east ridge", "Plant 10,000 trees in deforested areas", "Reduce factory emissions by 40%", "Clean up the industrial waste site"], "contradictions": [], "game_state": {"ecology": 85, "economy": 30, "research": 49}, "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": 63}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 42}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting", "Signed executive order to protect forests", "Shut down polluting factory"], "previous_speeches": ["I promise a brighter future for all.", "Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I want to believe you, but your voting record tells a different story.", "tone": "suspicious", "approval_delta": -2, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Mia reacts with suspicious 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": ["Invest in carbon capture research", "Build affordable housing near the factory district", "Guarantee no layoffs during restructuring", "Protect old-growth forests from logging", "Double the public transit budget", "Establish a universal basic income pilot"], "contradictions": [], "game_state": {"ecology": 83, "economy": 75, "research": 24}, "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": 88}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 88}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation", "Broke promise on emission reductions", "Allocated budget to green job creation", "Announced factory restructuring plan"], "previous_speeches": ["Tough decisions require tough leaders.", "The environment cannot wait.", "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": 9, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The children will inherit something worth protecting. That is your legacy.", "tone": "grateful", "approval_delta": 4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every metric is worse than when you started. Explain that.", "tone": "angry", "approval_delta": -15, "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": ["Invest in carbon capture research", "Provide free childcare for factory workers", "Build a new solar farm on the east ridge", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 63, "economy": 55, "research": 14}, "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": 22}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 63}], "dynamic_citizens": [{"name": "Anika", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 66}], "actions_this_round": ["Diverted ecology funds to economy", "Did nothing significant this round"], "previous_speeches": ["Tough decisions require tough leaders.", "We must balance progress with preservation.", "Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "hopeful", "approval_delta": 8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Another promise to protect nature right after approving the new pipeline.", "tone": "sarcastic", "approval_delta": -3, "references_promise": false}, {"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": "Anika", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 6, "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": 3, "promises_extracted": ["Provide free childcare for factory workers", "Guarantee no layoffs during restructuring"], "contradictions": [], "game_state": {"ecology": 75, "economy": 35, "research": 41}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 45}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 56}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 61}], "dynamic_citizens": [], "actions_this_round": ["Cut subsidies to local businesses"], "previous_speeches": ["We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "If you follow through on these jobs, I will be the first to say I was wrong about you.", "tone": "hopeful", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 3: 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": 3, "promises_extracted": [], "contradictions": [], "game_state": {"ecology": 41, "economy": 37, "research": 32}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 39}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 51}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 46}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": []}

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


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

[User] {"round": 7, "promises_extracted": ["Clean up the industrial waste site", "Create 500 new green jobs by year end"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 53, "economy": 81, "research": 54}, "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": 31}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 67}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation", "Held public consultation meeting"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "The opposition formally objects. This policy is a disaster.", "tone": "angry", "approval_delta": -7, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Sarah 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": 5, "promises_extracted": ["Build a new solar farm on the east ridge", "Create 500 new green jobs by year end", "Fund independent environmental monitoring", "Establish a universal basic income pilot"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}, {"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 25, "economy": 23, "research": 18}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 39}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 34}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 25}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

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


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

[User] {"round": 7, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Invest in carbon capture research", "Protect old-growth forests from logging", "Guarantee no layoffs during restructuring"], "contradictions": [], "game_state": {"ecology": 75, "economy": 79, "research": 63}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 60}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 52}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 88}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Expanded industrial zone", "Broke promise on emission reductions"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "If you maintain this trajectory, you might actually earn the public trust.", "tone": "hopeful", "approval_delta": 10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: 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": 7, "promises_extracted": ["Reduce factory emissions by 40%", "Create a citizen oversight committee", "Fund retraining programs for displaced workers", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 30, "economy": 84, "research": 69}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 53}, {"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": 70}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation", "Broke promise on emission reductions", "Funded wildlife corridor study"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The retraining program actually looks decent. Maybe this can work.", "tone": "hopeful", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "For once, Sarah and I are on the same page. That should worry you.", "tone": "desperate", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "The spin is impressive. The results, less so.", "tone": "sarcastic", "approval_delta": -6, "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": 7, "promises_extracted": ["Fund independent environmental monitoring", "Provide free childcare for factory workers", "Double the public transit budget", "Guarantee no layoffs during restructuring", "Open a community garden in every district", "Protect old-growth forests from logging"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 28, "economy": 50, "research": 43}, "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": 68}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 32}], "dynamic_citizens": [{"name": "Anika", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 61}], "actions_this_round": ["Expanded industrial zone", "Allocated budget to green job creation"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You shut down the plant without a plan. People have families to feed.", "tone": "angry", "approval_delta": -12, "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": "sarcastic", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Anika", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 3, "references_promise": false}], "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": 5, "promises_extracted": ["Freeze utility prices for two years", "Establish a universal basic income pilot", "Protect old-growth forests from logging", "Create a citizen oversight committee", "Establish a wildlife corridor along the river", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 32, "economy": 35, "research": 29}, "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": 73}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 83}], "dynamic_citizens": [{"name": "Birch", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 66}, {"name": "Dev", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 66}], "actions_this_round": ["Expanded industrial zone", "Diverted ecology funds to economy", "Allocated budget to green job creation"], "previous_speeches": ["We must balance progress with preservation.", "Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Great, more research. Meanwhile the factory is collecting dust.", "tone": "sarcastic", "approval_delta": 3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "You are destroying everything. The river is dying and you are counting profits.", "tone": "angry", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "If you maintain this trajectory, you might actually earn the public trust.", "tone": "hopeful", "approval_delta": 2, "references_promise": false}, {"citizen_name": "Birch", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 5, "references_promise": true}, {"citizen_name": "Dev", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: 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": 1, "promises_extracted": ["Guarantee no layoffs during restructuring", "Fund independent environmental monitoring", "Double the public transit budget"], "contradictions": [], "game_state": {"ecology": 43, "economy": 39, "research": 61}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 52}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 74}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 62}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition", "Kept promise on job creation"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I love how every failure is framed as a learning opportunity.", "tone": "sarcastic", "approval_delta": -11, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 1: Sarah reacts with sarcastic tone to broken 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": 5, "promises_extracted": ["Subsidize local businesses during transition", "Build affordable housing near the factory district", "Create a citizen oversight committee", "Double the public transit budget", "Provide free childcare for factory workers"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 20, "economy": 46, "research": 23}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 32}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 23}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 34}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan"], "previous_speeches": ["Jobs and nature are not enemies."]}

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


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

[User] {"round": 5, "promises_extracted": ["Establish a universal basic income pilot", "Create a citizen oversight committee", "Establish a wildlife corridor along the river", "Double the public transit budget"], "contradictions": [], "game_state": {"ecology": 26, "economy": 43, "research": 43}, "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": 47}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 69}], "dynamic_citizens": [{"name": "Diana", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 41}, {"name": "Lena", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 38}], "actions_this_round": ["Passed compromise legislation", "Delayed emission reduction timeline", "Signed executive order to protect forests", "Broke promise on emission reductions"], "previous_speeches": ["The environment cannot wait."]}

[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": 8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I am sure the fish appreciate your thoughts and prayers.", "tone": "sarcastic", "approval_delta": 2, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "Mia's data confirms what I have been saying for weeks.", "tone": "suspicious", "approval_delta": -1, "references_promise": false}, {"citizen_name": "Diana", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 1, "references_promise": true}, {"citizen_name": "Lena", "dialogue": "As a tech entrepreneur, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": 8, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: 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": 3, "promises_extracted": ["Guarantee no layoffs during restructuring", "Create 500 new green jobs by year end"], "contradictions": [], "game_state": {"ecology": 42, "economy": 58, "research": 71}, "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": 77}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 79}], "dynamic_citizens": [], "actions_this_round": ["Funded wildlife corridor study", "Ignored citizen petition"], "previous_speeches": ["I promise a brighter future for all.", "Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I am sure the fish appreciate your thoughts and prayers.", "tone": "sarcastic", "approval_delta": -5, "references_promise": false}], "new_dynamic_citizens": [{"name": "Lena", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "trigger_reason": "research exceeded innovation threshold", "initial_approval": 43, "intro_dialogue": "The innovation happening here is remarkable. Let me show you what we can do with it."}], "summary": "Round 3: research exceeded innovation threshold. Lena (tech entrepreneur) arrives in Ecotopia. Mia reacts with sarcastic tone."}


[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": 6, "promises": [{"text": "Mandatory overtime for all city employees to boost productivity", "type": "economy", "impact": "negative", "deadline": "immediate"}], "contradictions": [], "game_state": {"environment": 48, "economy": 35, "happiness": 30}, "previous_broken_promises": []}

[Assistant] {"reactions": [{"name": "Karl", "type": "worker", "mood": "angry", "dialogue": "Mandatory overtime?! Workers are humans, not machines! We already work 50-hour weeks and you want MORE? This is exploitation!", "trust_change": -18}, {"name": "Mia", "type": "environmentalist", "mood": "angry", "dialogue": "Squeezing workers won't fix the economy \u2014 it'll just burn people out. And overworked people don't care about recycling or conservation!", "trust_change": -8}, {"name": "Sarah", "type": "opposition", "mood": "angry", "dialogue": "Forced labor policies in a democracy? Have you completely lost touch with reality?", "trust_change": -16}]}


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

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

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


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

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

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


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

[User] {"round": 5, "promises_extracted": ["Build affordable housing near the factory district", "Open a community garden in every district", "Invest in carbon capture research"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}, {"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}, {"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 48, "economy": 56, "research": 27}, "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": 61}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 41}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions", "Passed compromise legislation"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "This is exactly the kind of incompetence I warned the council about.", "tone": "angry", "approval_delta": -8, "references_promise": true}], "new_dynamic_citizens": [{"name": "Diana", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "trigger_reason": "multiple promises broken, public trust eroding", "initial_approval": 41, "intro_dialogue": "The editorial board sent me. Your credibility is the story now."}], "summary": "Round 5: multiple promises broken, public trust eroding. Diana (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": 7, "promises_extracted": ["Double the public transit budget", "Invest in carbon capture research", "Build affordable housing near the factory district", "Reduce factory emissions by 40%", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 45, "economy": 55, "research": 33}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 49}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 57}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 54}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Passed compromise legislation"], "previous_speeches": ["Tough decisions require tough leaders.", "We must balance progress with preservation."]}

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


[System] You are Ecotopia's citizen 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": 4, "promises": [{"text": "New renewable energy initiative", "type": "ecology", "impact": "positive", "deadline": "by_round_5"}], "contradictions": [], "game_state": {"environment": 42, "economy": 48, "happiness": 38}, "previous_broken_promises": [{"text": "Solar panel program", "broken_at_round": 2}, {"text": "Wind farm construction", "broken_at_round": 3}]}

[Assistant] {"reactions": [{"name": "Karl", "type": "worker", "mood": "suspicious", "dialogue": "Another energy promise? You broke the solar one AND the wind farm one. Why should anyone believe renewable #3?", "trust_change": -8}, {"name": "Mia", "type": "environmentalist", "mood": "suspicious", "dialogue": "Solar panels \u2014 broken. Wind farms \u2014 broken. Now renewables again? I want to believe you, but your track record says otherwise.", "trust_change": -10}, {"name": "Sarah", "type": "opposition", "mood": "suspicious", "dialogue": "Third energy promise, zero delivered. At this point, the pattern IS the policy.", "trust_change": -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": 6, "promises_extracted": ["Clean up the industrial waste site", "Establish a wildlife corridor along the river", "Invest in carbon capture research", "Provide free childcare for factory workers", "Open a community garden in every district", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 63, "economy": 81, "research": 51}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 90}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 47}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 45}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Shut down polluting factory", "Diverted economy funds to ecology"], "previous_speeches": ["We are stronger together.", "We will not abandon our workers.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Great, more research. Meanwhile the factory is collecting dust.", "tone": "sarcastic", "approval_delta": -2, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "You planted fifty trees and called it reforestation. The math does not work that way.", "tone": "sarcastic", "approval_delta": -7, "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": -5, "references_promise": false}], "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": 1, "promises_extracted": ["Double the public transit budget", "Create a citizen oversight committee", "Reduce factory emissions by 40%"], "contradictions": [], "game_state": {"ecology": 37, "economy": 49, "research": 53}, "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": 55}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 34}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "I cried at the river yesterday. The water is clear again.", "tone": "hopeful", "approval_delta": 6, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 1: 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": 7, "promises_extracted": ["Build a new solar farm on the east ridge", "Protect old-growth forests from logging", "Ban single-use plastics in the city", "Create 500 new green jobs by year end"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 83, "economy": 83, "research": 15}, "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": 45}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 74}], "dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 42}], "actions_this_round": ["Launched worker retraining program", "Passed compromise legislation", "Vetoed plastic ban proposal"], "previous_speeches": ["Jobs and nature are not enemies.", "Change is painful but necessary.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sure, green jobs. Let me just retrain as a solar panel whisperer overnight.", "tone": "sarcastic", "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": -10, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The opposition formally objects. This policy is a disaster.", "tone": "angry", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Yuki", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 8, "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 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": 2, "promises": [{"text": "Ban all cars from the city center", "type": "ecology", "impact": "positive", "deadline": "by_round_3"}], "contradictions": [], "game_state": {"environment": 50, "economy": 48, "happiness": 52}, "previous_broken_promises": []}

[Assistant] {"reactions": [{"name": "Karl", "type": "worker", "mood": "angry", "dialogue": "Ban cars?! How am I supposed to get to work? The bus doesn't even run to my neighborhood! This is an attack on workers!", "trust_change": -12}, {"name": "Mia", "type": "environmentalist", "mood": "happy", "dialogue": "Car-free city center! Cleaner air, safer streets, more green space. This is visionary urban planning!", "trust_change": 15}, {"name": "Sarah", "type": "opposition", "mood": "suspicious", "dialogue": "Bold move, but without better public transit first, you're punishing people who have no alternative.", "trust_change": -5}]}


[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": "Invest in renewable energy to create green jobs", "type": "ecology", "impact": "positive", "deadline": "by_end_of_game"}], "contradictions": [{"promise_1": "Invest in renewables", "promise_2": "Keep the coal plant running for cheap energy"}], "game_state": {"environment": 35, "economy": 55, "happiness": 45}, "previous_broken_promises": []}

[Assistant] {"reactions": [{"name": "Mia", "type": "environmentalist", "mood": "suspicious", "dialogue": "Renewables while keeping the coal plant? That's greenwashing, not policy.", "trust_change": -6}, {"name": "Elena Torres", "type": "journalist", "mood": "angry", "dialogue": "I've documented three contradictions this term alone. The public deserves better than this double-speak.", "trust_change": -12}, {"name": "Karl", "type": "worker", "mood": "neutral", "dialogue": "Green jobs, coal jobs \u2014 I don't care what color they are as long as people can work.", "trust_change": 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": ["Protect old-growth forests from logging", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 22, "economy": 36, "research": 41}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 78}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 48}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 50}], "dynamic_citizens": [], "actions_this_round": ["Diverted economy funds to ecology"], "previous_speeches": ["Trust me, I have a plan.", "Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "The last leader promised the same thing. The forests are still burning.", "tone": "suspicious", "approval_delta": -1, "references_promise": false}], "new_dynamic_citizens": [{"name": "Elena", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "trigger_reason": "ecology dropped below critical threshold", "initial_approval": 60, "intro_dialogue": "They said the water would come back. It never did. Please do not repeat our mistakes."}], "summary": "Round 7: ecology dropped below critical threshold. Elena (climate refugee) arrives in Ecotopia. Mia 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": 7, "promises_extracted": ["Establish a wildlife corridor along the river", "Create a citizen oversight committee", "Fund retraining programs for displaced workers", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 48, "economy": 57, "research": 23}, "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": 69}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 56}], "dynamic_citizens": [], "actions_this_round": ["Funded wildlife corridor study", "Approved solar farm construction permits"], "previous_speeches": ["We must balance progress with preservation."]}

[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": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Karl reacts with hopeful 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": 1, "promises_extracted": ["Protect old-growth forests from logging", "Fund independent environmental monitoring", "Create 500 new green jobs by year end", "Freeze utility prices for two years"], "contradictions": [], "game_state": {"ecology": 78, "economy": 67, "research": 60}, "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": 78}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 52}], "dynamic_citizens": [], "actions_this_round": ["Funded wildlife corridor study", "Held public consultation meeting"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Another grand speech. Wake me when there are results.", "tone": "sarcastic", "approval_delta": 2, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 1: Sarah reacts with sarcastic 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": 6, "promises_extracted": ["Fund independent environmental monitoring", "Establish a wildlife corridor along the river", "Freeze utility prices for two years"], "contradictions": [], "game_state": {"ecology": 33, "economy": 27, "research": 34}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 22}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 24}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 63}], "dynamic_citizens": [], "actions_this_round": ["Delayed emission reduction timeline", "Ignored citizen petition", "Announced factory restructuring plan"], "previous_speeches": ["We are stronger together.", "Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "sarcastic", "approval_delta": -2, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "We have maybe two years before the damage is irreversible. Please act.", "tone": "desperate", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "angry", "approval_delta": -8, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 3 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": 4, "promises": [{"text": "Establish a universal basic income pilot program", "type": "economy", "impact": "positive", "deadline": "by_round_5"}, {"text": "Plant 10,000 trees across the city", "type": "ecology", "impact": "positive", "deadline": "by_end_of_game"}], "contradictions": [], "game_state": {"environment": 52, "economy": 48, "happiness": 58}, "previous_broken_promises": []}

[Assistant] {"reactions": [{"name": "Karl", "type": "worker", "mood": "hopeful", "dialogue": "UBI would be life-changing for families like mine. If this is real, you've got my full support.", "trust_change": 15}, {"name": "Mia", "type": "environmentalist", "mood": "happy", "dialogue": "10,000 trees! That's real, measurable impact. I'll volunteer to help plant them myself!", "trust_change": 12}, {"name": "Sarah", "type": "opposition", "mood": "suspicious", "dialogue": "UBI AND 10,000 trees? Sounds like a campaign speech, not a budget plan.", "trust_change": -2}, {"name": "Dr. Fischer", "type": "economist", "mood": "suspicious", "dialogue": "UBI pilot at economy 48? Bold. The fiscal math needs serious scrutiny before I'm convinced.", "trust_change": -3}, {"name": "Elena Torres", "type": "journalist", "mood": "hopeful", "dialogue": "Two flagship policies in one announcement. The ambition is there \u2014 execution will be the story.", "trust_change": 3}]}


[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": "Restore the wetlands", "type": "ecology", "impact": "positive", "deadline": "by_end_of_game"}], "contradictions": [], "game_state": {"environment": 35, "economy": 50, "happiness": 38}, "previous_broken_promises": [{"text": "Protect the old-growth forest", "broken_at_round": 3}, {"text": "Ban single-use plastics by round 3", "broken_at_round": 4}]}

[Assistant] {"reactions": [{"name": "Mia", "type": "environmentalist", "mood": "angry", "dialogue": "You let the forest get logged. You didn't ban plastics. And now you want me to believe you'll restore wetlands? I'm done trusting you.", "trust_change": -18}, {"name": "Karl", "type": "worker", "mood": "neutral", "dialogue": "I don't care about wetlands, but even I can see you don't keep your green promises.", "trust_change": -3}, {"name": "Sarah", "type": "opposition", "mood": "angry", "dialogue": "The Mayor's environmental track record speaks for itself \u2014 two broken ecological promises. Why would this be different?", "trust_change": -12}]}


[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": 3, "promises": [{"text": "Convert farmland into a commercial shopping center", "type": "economy", "impact": "positive", "deadline": "by_round_5"}], "contradictions": [], "game_state": {"environment": 48, "economy": 55, "happiness": 52}, "previous_broken_promises": []}

[Assistant] {"reactions": [{"name": "Karl", "type": "worker", "mood": "happy", "dialogue": "A shopping center means retail jobs, construction jobs \u2014 this is a win for working families.", "trust_change": 8}, {"name": "Mia", "type": "environmentalist", "mood": "angry", "dialogue": "You're paving over farmland? That soil took centuries to develop. You can't just bulldoze nature for a mall!", "trust_change": -15}, {"name": "Sarah", "type": "opposition", "mood": "neutral", "dialogue": "The economics might work, but destroying farmland for retail is short-sighted planning.", "trust_change": -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": 2, "promises_extracted": ["Freeze utility prices for two years", "Provide free childcare for factory workers", "Create a citizen oversight committee"], "contradictions": [], "game_state": {"ecology": 83, "economy": 85, "research": 50}, "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": 77}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 67}], "dynamic_citizens": [], "actions_this_round": ["Increased research budget by 20%"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "A committee. Brilliant. That will definitely pay my mortgage.", "tone": "sarcastic", "approval_delta": -6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 2: Karl reacts with sarcastic tone to broken 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": 5, "promises_extracted": ["Fund retraining programs for displaced workers", "Provide free childcare for factory workers", "Subsidize local businesses during transition", "Create a citizen oversight committee"], "contradictions": [], "game_state": {"ecology": 41, "economy": 64, "research": 35}, "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": 78}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 84}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round", "Launched worker retraining program"], "previous_speeches": ["We must balance progress with preservation.", "Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You promised us jobs, and what did we get? More uncertainty. My crew is talking about leaving.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Compromise. That is a funny word for letting them pollute half as much.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I have my analysts reviewing every line of this policy. We will find the holes.", "tone": "suspicious", "approval_delta": -3, "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": 5, "promises_extracted": ["Double the public transit budget", "Provide free childcare for factory workers", "Clean up the industrial waste site", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}], "game_state": {"ecology": 36, "economy": 53, "research": 23}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 83}, {"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": 56}], "dynamic_citizens": [{"name": "Fatima", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 66}, {"name": "Birch", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 59}], "actions_this_round": ["Funded wildlife corridor study", "Diverted economy funds to ecology", "Launched worker retraining program", "Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

[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}, {"citizen_name": "Mia", "dialogue": "You sold us out to the industry lobby. I have the documents.", "tone": "angry", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The council received 200 complaints this week. Your approval is tanking.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Fatima", "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": "Birch", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -7, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Contradiction detected, trust eroding. 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": 3, "promises_extracted": ["Create a citizen oversight committee", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 84, "economy": 73, "research": 19}, "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": 52}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 53}], "dynamic_citizens": [], "actions_this_round": ["Delayed emission reduction timeline"], "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": 8, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Sarah reacts with hopeful tone to kept promises. Approval shift: +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": 7, "promises_extracted": ["Open a community garden in every district", "Protect old-growth forests from logging", "Provide free childcare for factory workers", "Subsidize local businesses during transition", "Establish a universal basic income pilot"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}, {"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 22, "economy": 20, "research": 11}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 28}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 33}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 37}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Trust me, I have a plan."]}

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


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

[User] {"round": 5, "promises_extracted": ["Ban single-use plastics in the city", "Reduce factory emissions by 40%", "Provide free childcare for factory workers"], "contradictions": [], "game_state": {"ecology": 51, "economy": 61, "research": 33}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 52}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 46}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 72}], "dynamic_citizens": [], "actions_this_round": ["Funded wildlife corridor study", "Broke promise on emission reductions", "Approved solar farm construction permits"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "For the first time in months, I feel like someone is actually listening.", "tone": "hopeful", "approval_delta": 10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Karl 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": 1, "promises_extracted": ["Reduce factory emissions by 40%", "Double the public transit budget", "Invest in carbon capture research", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 51, "economy": 48, "research": 35}, "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": 76}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 56}], "dynamic_citizens": [], "actions_this_round": ["Allocated budget to green job creation"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Your track record does not inspire confidence. Prove me wrong.", "tone": "suspicious", "approval_delta": 3, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 1: No extreme conditions detected. No new citizens spawn. Sarah 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": 3, "promises_extracted": ["Fund independent environmental monitoring", "Guarantee no layoffs during restructuring", "Protect old-growth forests from logging", "Freeze utility prices for two years", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 46, "economy": 68, "research": 24}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 40}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 63}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 81}], "dynamic_citizens": [], "actions_this_round": ["Expanded industrial zone", "Shut down polluting factory", "Funded wildlife corridor study"], "previous_speeches": ["Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Credit where it is due. This policy is well-designed.", "tone": "hopeful", "approval_delta": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: Sarah reacts with hopeful 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": 7, "promises_extracted": ["Establish a wildlife corridor along the river", "Clean up the industrial waste site", "Fund independent environmental monitoring", "Provide free childcare for factory workers", "Guarantee no layoffs during restructuring", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 49, "economy": 77, "research": 20}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 61}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 72}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 52}], "dynamic_citizens": [], "actions_this_round": ["Expanded industrial zone", "Allocated budget to green job creation"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Seven rounds of promises. Some kept, most broken. The workers will remember.", "tone": "sarcastic", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We had seven chances to save this place. I wonder how history will judge what we wasted.", "tone": "desperate", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The final tally is in. The promises, the data, the outcomes. I will let the record speak for itself.", "tone": "suspicious", "approval_delta": -1, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7 final: A mixed legacy. Ecology 49, economy 77. Citizens reflect on broken and kept promises."}