[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": ["Provide free childcare for factory workers", "Build a new solar farm on the east ridge", "Reduce factory emissions by 40%"], "contradictions": [], "game_state": {"ecology": 91, "economy": 68, "research": 47}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 51}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 68}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 79}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting", "Allocated budget to green job creation", "Launched worker retraining program"], "previous_speeches": ["Tough decisions require tough leaders.", "Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "You planted fifty trees and called it reforestation. The math does not work that way.", "tone": "sarcastic", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [{"name": "Birch", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "trigger_reason": "ecology thriving, natural world recovering", "initial_approval": 60, "intro_dialogue": "I found wildflowers growing where the old dump site was. Nature forgives if we let it."}], "summary": "Round 5: ecology thriving, natural world recovering. Birch (nature guide) arrives in Ecotopia. Mia 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": ["Freeze utility prices for two years", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 89, "economy": 44, "research": 41}, "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": 49}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 51}], "dynamic_citizens": [], "actions_this_round": ["Diverted economy funds to ecology", "Delayed emission reduction timeline"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "Compromise. That is a funny word for letting them pollute half as much.", "tone": "sarcastic", "approval_delta": 3, "references_promise": false}], "new_dynamic_citizens": [{"name": "Fern", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "trigger_reason": "ecology thriving, natural world recovering", "initial_approval": 55, "intro_dialogue": "I found wildflowers growing where the old dump site was. Nature forgives if we let it."}], "summary": "Round 7: ecology thriving, natural world recovering. Fern (nature guide) arrives in Ecotopia. Mia 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": 1, "promises_extracted": ["Clean up the industrial waste site", "Provide free childcare for factory workers", "Freeze utility prices for two years", "Protect old-growth forests from logging"], "contradictions": [], "game_state": {"ecology": 64, "economy": 38, "research": 30}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 43}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 41}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 47}], "dynamic_citizens": [], "actions_this_round": ["Diverted economy funds to ecology", "Vetoed plastic ban proposal"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "A green committee with zero budget. Very inspiring.", "tone": "sarcastic", "approval_delta": -2, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 1: No extreme conditions detected. No new citizens spawn. Mia 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": 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 simulation engine. Given the game state, player's extracted promises, contradiction report, and citizen profiles, generate realistic citizen reactions. Each citizen reacts based on their personality, values, and how the player's actions affect them. Spawn new dynamic citizens when game events warrant it. Rules: approval_delta ranges -15 to +15 per citizen per round. Dynamic citizens spawn when ecology/economy hits extremes or promises are repeatedly broken. Each citizen has a unique voice matching their background. Always respond with valid JSON only.

[User] {"round": 5, "promises_extracted": ["Clean up the industrial waste site", "Ban single-use plastics in the city", "Provide free childcare for factory workers"], "contradictions": [], "game_state": {"ecology": 84, "economy": 51, "research": 47}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 35}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 47}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 39}], "dynamic_citizens": [], "actions_this_round": ["Shut down polluting factory"], "previous_speeches": ["Tough decisions require tough leaders.", "Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "A town hall meeting. How democratic. Did you prepare the applause signs?", "tone": "sarcastic", "approval_delta": 2, "references_promise": false}], "new_dynamic_citizens": [{"name": "Willow", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "trigger_reason": "ecology thriving, natural world recovering", "initial_approval": 52, "intro_dialogue": "The river runs clear for the first time in years. The land remembers how to heal."}], "summary": "Round 5: ecology thriving, natural world recovering. Willow (nature guide) arrives in Ecotopia. Sarah 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": ["Double the public transit budget", "Open a community garden in every district"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}, {"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}, {"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 49, "economy": 32, "research": 36}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 79}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 34}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 31}], "dynamic_citizens": [], "actions_this_round": ["Diverted ecology funds to economy"], "previous_speeches": ["The environment cannot wait.", "We are stronger together."]}

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


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

[User] {"round": 4, "promises_extracted": ["Build affordable housing near the factory district", "Subsidize local businesses during transition", "Establish a wildlife corridor along the river"], "contradictions": [], "game_state": {"ecology": 53, "economy": 62, "research": 88}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 34}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 66}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 37}], "dynamic_citizens": [], "actions_this_round": ["Shut down polluting factory", "Delayed emission reduction timeline", "Kept promise on job creation"], "previous_speeches": ["We are stronger together.", "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": -4, "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": 57, "intro_dialogue": "I just secured funding for a carbon capture startup. Ecotopia is the perfect base."}], "summary": "Round 4: research exceeded innovation threshold. Lena (tech entrepreneur) arrives in Ecotopia. Karl 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": 3, "promises_extracted": ["Freeze utility prices for two years", "Establish a wildlife corridor along the river", "Subsidize local businesses during transition", "Provide free childcare for factory workers"], "contradictions": [], "game_state": {"ecology": 69, "economy": 46, "research": 74}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 59}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 64}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 71}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition"], "previous_speeches": ["We will not abandon our workers.", "Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Why should I believe this time is different?", "tone": "suspicious", "approval_delta": 8, "references_promise": false}], "new_dynamic_citizens": [{"name": "Anika", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "trigger_reason": "research exceeded innovation threshold", "initial_approval": 51, "intro_dialogue": "I relocated my company because of your research programs. Do not stop now."}], "summary": "Round 3: research exceeded innovation threshold. Anika (tech entrepreneur) arrives in Ecotopia. Karl reacts with suspicious tone."}


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

[User] {"round": 2, "promises_extracted": ["Fund retraining programs for displaced workers", "Build affordable housing near the factory district", "Double the public transit budget"], "contradictions": [], "game_state": {"ecology": 63, "economy": 64, "research": 40}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 59}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 46}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 37}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation"], "previous_speeches": ["We will not abandon our workers."]}

[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": 6, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 2: 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": 5, "promises_extracted": ["Reduce factory emissions by 40%", "Double the public transit budget", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 19, "economy": 56, "research": 29}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 36}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 38}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 49}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I gave you the benefit of the doubt. Never again.", "tone": "angry", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [{"name": "Fatima", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "trigger_reason": "ecology dropped below critical threshold", "initial_approval": 59, "intro_dialogue": "I walked two hundred miles because the drought killed our crops. Your ecology numbers terrify me."}], "summary": "Round 5: ecology dropped below critical threshold. Fatima (climate refugee) arrives in Ecotopia. Sarah reacts with angry tone."}


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

[User] {"round": 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 universal basic income pilot", "Guarantee no layoffs during restructuring", "Protect old-growth forests from logging", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 35, "economy": 18, "research": 37}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 48}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 71}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 33}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "This is what leadership looks like. Real action, real results.", "tone": "hopeful", "approval_delta": -1, "references_promise": false}], "new_dynamic_citizens": [{"name": "Douglas", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "trigger_reason": "economy dropped below critical threshold", "initial_approval": 43, "intro_dialogue": "I closed two locations this month. The third closes Friday unless something changes."}], "summary": "Round 7: economy dropped below critical threshold. Douglas (angry business owner) arrives in Ecotopia. 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": 2, "promises_extracted": ["Fund independent environmental monitoring", "Freeze utility prices for two years", "Invest in carbon capture research", "Create 500 new green jobs by year end"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}, {"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}, {"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 37, "economy": 36, "research": 48}, "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": 39}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 78}], "dynamic_citizens": [], "actions_this_round": ["Increased research budget by 20%"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Oh wonderful, another speech about the future. My rent is due now.", "tone": "sarcastic", "approval_delta": -1, "references_promise": true}], "new_dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "trigger_reason": "multiple promises broken, public trust eroding", "initial_approval": 45, "intro_dialogue": "I have documents showing the discrepancy between your claims and the data. Respond."}], "summary": "Round 2: multiple promises broken, public trust eroding. Yuki (investigative journalist) 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": 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": 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"], "contradictions": [], "game_state": {"ecology": 66, "economy": 43, "research": 75}, "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": 39}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 66}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Funded wildlife corridor study", "Shut down polluting factory"], "previous_speeches": ["Tough decisions require tough leaders.", "Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "You say you care about ecology. Your budget says otherwise.", "tone": "suspicious", "approval_delta": -6, "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": 54, "intro_dialogue": "Your research investment is paying off. I want to build the next generation of clean tech here."}], "summary": "Round 7: research exceeded innovation threshold. Dev (tech entrepreneur) 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": ["Double the public transit budget", "Fund independent environmental monitoring", "Freeze utility prices for two years"], "contradictions": [], "game_state": {"ecology": 54, "economy": 74, "research": 35}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 39}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 30}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 56}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "The oversight committee was a good call. Transparency matters.", "tone": "hopeful", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: No extreme conditions detected. No new citizens spawn. 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": 7, "promises_extracted": ["Double the public transit budget", "Ban single-use plastics in the city", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 38, "economy": 49, "research": 56}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 77}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 74}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 52}], "dynamic_citizens": [], "actions_this_round": ["Expanded industrial zone"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Credit where it is due. This policy is well-designed.", "tone": "hopeful", "approval_delta": 1, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: No extreme conditions detected. No new citizens spawn. 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": 3, "promises_extracted": ["Subsidize local businesses during transition", "Fund retraining programs for displaced workers", "Open a community garden in every district"], "contradictions": [], "game_state": {"ecology": 67, "economy": 56, "research": 85}, "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": 51}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 80}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation"], "previous_speeches": ["I promise a brighter future for all.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The numbers look good on paper. But paper does not feed families.", "tone": "suspicious", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [{"name": "Felix", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "trigger_reason": "research exceeded innovation threshold", "initial_approval": 59, "intro_dialogue": "I relocated my company because of your research programs. Do not stop now."}], "summary": "Round 3: research exceeded innovation threshold. Felix (tech entrepreneur) arrives in Ecotopia. Karl reacts with suspicious tone."}


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

[User] {"round": 6, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Establish a universal basic income pilot", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 35, "economy": 45, "research": 51}, "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": 79}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 47}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting"], "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": 1, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: 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": 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": 3, "promises_extracted": ["Build a new solar farm on the east ridge", "Protect old-growth forests from logging"], "contradictions": [{"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}, {"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}, {"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 56, "economy": 50, "research": 27}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 31}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 30}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 64}], "dynamic_citizens": [], "actions_this_round": ["Kept promise on job creation"], "previous_speeches": ["The environment cannot wait.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Oh wonderful, another speech about the future. My rent is due now.", "tone": "sarcastic", "approval_delta": 0, "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": 56, "intro_dialogue": "I have documents showing the discrepancy between your claims and the data. Respond."}], "summary": "Round 3: multiple promises broken, public trust eroding. Diana (investigative journalist) 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": ["Reduce factory emissions by 40%", "Fund independent environmental monitoring", "Invest in carbon capture research", "Establish a universal basic income pilot"], "contradictions": [], "game_state": {"ecology": 60, "economy": 58, "research": 63}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 71}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 58}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 38}], "dynamic_citizens": [], "actions_this_round": ["Delayed emission reduction timeline"], "previous_speeches": ["Tough decisions require tough leaders."]}

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


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

[User] {"round": 7, "promises_extracted": ["Build affordable housing near the factory district", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 19, "economy": 60, "research": 26}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 33}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 72}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 63}], "dynamic_citizens": [], "actions_this_round": ["Increased research budget by 20%", "Approved solar farm construction permits", "Launched worker retraining program"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The new positions at the solar farm pay better than I expected.", "tone": "hopeful", "approval_delta": 5, "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": 43, "intro_dialogue": "I walked two hundred miles because the drought killed our crops. Your ecology numbers terrify me."}], "summary": "Round 7: ecology dropped below critical threshold. Elena (climate refugee) arrives in Ecotopia. 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": 4, "promises_extracted": ["Create 500 new green jobs by year end", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 16, "economy": 64, "research": 43}, "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": 67}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 76}], "dynamic_citizens": [], "actions_this_round": ["Shut down polluting factory", "Allocated budget to green job creation"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I reviewed the latest data. Reluctantly, I must say you are improving.", "tone": "hopeful", "approval_delta": 1, "references_promise": false}], "new_dynamic_citizens": [{"name": "Marco", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "trigger_reason": "ecology dropped below critical threshold", "initial_approval": 50, "intro_dialogue": "I left my home because the floods took everything. Do not let it happen here too."}], "summary": "Round 4: ecology dropped below critical threshold. Marco (climate refugee) 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": 6, "promises_extracted": ["Ban single-use plastics in the city", "Double the public transit budget", "Open a community garden in every district", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}, {"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}, {"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 33, "economy": 55, "research": 47}, "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": 37}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 52}], "dynamic_citizens": [], "actions_this_round": ["Launched worker retraining program", "Increased research budget by 20%"], "previous_speeches": ["We are stronger together.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "You say you care about ecology. Your budget says otherwise.", "tone": "suspicious", "approval_delta": 1, "references_promise": true}], "new_dynamic_citizens": [{"name": "Iris", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "trigger_reason": "multiple promises broken, public trust eroding", "initial_approval": 45, "intro_dialogue": "I have documents showing the discrepancy between your claims and the data. Respond."}], "summary": "Round 6: multiple promises broken, public trust eroding. Iris (investigative journalist) 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": 5, "promises_extracted": ["Double the public transit budget", "Create a citizen oversight committee", "Freeze utility prices for two years", "Open a community garden in every district"], "contradictions": [], "game_state": {"ecology": 89, "economy": 63, "research": 38}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 55}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 43}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 57}], "dynamic_citizens": [], "actions_this_round": ["Signed executive order to protect forests", "Delayed emission reduction timeline", "Passed compromise legislation"], "previous_speeches": ["Jobs and nature are not enemies.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I reviewed the latest data. Reluctantly, I must say you are improving.", "tone": "hopeful", "approval_delta": 1, "references_promise": false}], "new_dynamic_citizens": [{"name": "Sage", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "trigger_reason": "ecology thriving, natural world recovering", "initial_approval": 50, "intro_dialogue": "The river runs clear for the first time in years. The land remembers how to heal."}], "summary": "Round 5: ecology thriving, natural world recovering. Sage (nature guide) 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": 4, "promises_extracted": ["Freeze utility prices for two years", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 57, "economy": 69, "research": 44}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 34}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 32}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 48}], "dynamic_citizens": [], "actions_this_round": ["Vetoed plastic ban proposal"], "previous_speeches": ["Trust me, I have a plan."]}

[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": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 4: 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": 6, "promises_extracted": ["Fund independent environmental monitoring", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 70, "economy": 74, "research": 42}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 41}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 76}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 30}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Shut down polluting factory"], "previous_speeches": ["I promise a brighter future for all."]}

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


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

[User] {"round": 1, "promises_extracted": ["Guarantee no layoffs during restructuring", "Freeze utility prices for two years"], "contradictions": [], "game_state": {"ecology": 74, "economy": 74, "research": 59}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 35}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 47}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 54}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition", "Broke promise on emission reductions"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Your track record does not inspire confidence. Prove me wrong.", "tone": "suspicious", "approval_delta": -1, "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": 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": 3, "promises_extracted": ["Double the public transit budget", "Provide free childcare for factory workers"], "contradictions": [], "game_state": {"ecology": 40, "economy": 69, "research": 44}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 46}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 58}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 59}], "dynamic_citizens": [], "actions_this_round": ["Vetoed plastic ban proposal", "Passed compromise legislation"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Another grand speech. Wake me when there are results.", "tone": "sarcastic", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 3: No extreme conditions detected. No new citizens spawn. Sarah 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": 6, "promises_extracted": ["Create a citizen oversight committee", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 53, "economy": 23, "research": 46}, "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": 32}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 58}], "dynamic_citizens": [], "actions_this_round": ["Diverted economy funds to ecology"], "previous_speeches": ["Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "The timing of this announcement is suspicious. What are you distracting from?", "tone": "suspicious", "approval_delta": -5, "references_promise": false}], "new_dynamic_citizens": [{"name": "Victor", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "trigger_reason": "economy dropped below critical threshold", "initial_approval": 54, "intro_dialogue": "My employees are asking when payday is. I do not have an answer. Fix the economy."}], "summary": "Round 6: economy dropped below critical threshold. Victor (angry business owner) arrives in Ecotopia. 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": 6, "promises_extracted": ["Fund retraining programs for displaced workers", "Ban single-use plastics in the city", "Build a new solar farm on the east ridge", "Freeze utility prices for two years"], "contradictions": [], "game_state": {"ecology": 86, "economy": 42, "research": 42}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 58}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 78}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 47}], "dynamic_citizens": [], "actions_this_round": ["Funded wildlife corridor study", "Signed executive order to protect forests"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "Show me the enforcement mechanism. Promises without teeth are just noise.", "tone": "suspicious", "approval_delta": -8, "references_promise": false}], "new_dynamic_citizens": [{"name": "Fern", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "trigger_reason": "ecology thriving, natural world recovering", "initial_approval": 58, "intro_dialogue": "The river runs clear for the first time in years. The land remembers how to heal."}], "summary": "Round 6: ecology thriving, natural world recovering. Fern (nature guide) 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": 4, "promises_extracted": ["Create 500 new green jobs by year end", "Reduce factory emissions by 40%", "Provide free childcare for factory workers", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 35, "economy": 25, "research": 47}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 74}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 40}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 35}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition", "Broke promise on emission reductions"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "You promised transformation and delivered a pamphlet.", "tone": "sarcastic", "approval_delta": -5, "references_promise": false}], "new_dynamic_citizens": [{"name": "Chen", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "trigger_reason": "economy dropped below critical threshold", "initial_approval": 58, "intro_dialogue": "You talk about the future while businesses die today. Come see my empty shelves."}], "summary": "Round 4: economy dropped below critical threshold. Chen (angry business owner) arrives in Ecotopia. Sarah 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": 5, "promises_extracted": ["Subsidize local businesses during transition", "Double the public transit budget", "Open a community garden in every district"], "contradictions": [], "game_state": {"ecology": 43, "economy": 65, "research": 86}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 31}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 46}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 65}], "dynamic_citizens": [], "actions_this_round": ["Allocated budget to green job creation", "Expanded industrial zone"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "You planted fifty trees and called it reforestation. The math does not work that way.", "tone": "sarcastic", "approval_delta": 2, "references_promise": false}], "new_dynamic_citizens": [{"name": "Felix", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "trigger_reason": "research exceeded innovation threshold", "initial_approval": 46, "intro_dialogue": "I just secured funding for a carbon capture startup. Ecotopia is the perfect base."}], "summary": "Round 5: research exceeded innovation threshold. Felix (tech entrepreneur) arrives in Ecotopia. Mia 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": 5, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Clean up the industrial waste site", "Fund independent environmental monitoring", "Provide free childcare for factory workers"], "contradictions": [], "game_state": {"ecology": 23, "economy": 48, "research": 40}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 35}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 49}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 35}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition"], "previous_speeches": ["We will not abandon our workers."]}

[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": 4, "references_promise": false}], "new_dynamic_citizens": [{"name": "Priya", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "trigger_reason": "ecology dropped below critical threshold", "initial_approval": 50, "intro_dialogue": "They said the water would come back. It never did. Please do not repeat our mistakes."}], "summary": "Round 5: ecology dropped below critical threshold. Priya (climate refugee) arrives in Ecotopia. 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": 6, "promises_extracted": ["Open a community garden in every district", "Create 500 new green jobs by year end", "Fund independent environmental monitoring"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}, {"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}, {"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 48, "economy": 34, "research": 38}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 30}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 57}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 42}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation"], "previous_speeches": ["Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "For the first time in months, I feel like someone is actually listening.", "tone": "hopeful", "approval_delta": -6, "references_promise": true}], "new_dynamic_citizens": [{"name": "Robert", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "trigger_reason": "multiple promises broken, public trust eroding", "initial_approval": 48, "intro_dialogue": "I am here because the public deserves to know the truth. Care to comment?"}], "summary": "Round 6: multiple promises broken, public trust eroding. Robert (investigative journalist) arrives in Ecotopia. 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": 5, "promises_extracted": ["Freeze utility prices for two years", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 71, "economy": 44, "research": 56}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 35}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 33}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 44}], "dynamic_citizens": [], "actions_this_round": ["Vetoed plastic ban proposal", "Broke promise on emission reductions"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have seen politicians promise jobs before. Forgive me if I wait to see the contracts.", "tone": "suspicious", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: No extreme conditions detected. No new citizens spawn. Karl reacts with suspicious tone."}


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

[User] {"round": 7, "promises_extracted": ["Fund retraining programs for displaced workers", "Create a citizen oversight committee"], "contradictions": [], "game_state": {"ecology": 63, "economy": 70, "research": 55}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 30}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 33}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 79}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits"], "previous_speeches": ["Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "I have my analysts reviewing every line of this policy. We will find the holes.", "tone": "suspicious", "approval_delta": -1, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: 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": 5, "promises_extracted": ["Establish a universal basic income pilot", "Build a new solar farm on the east ridge", "Guarantee no layoffs during restructuring", "Open a community garden in every district"], "contradictions": [], "game_state": {"ecology": 51, "economy": 21, "research": 46}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 50}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 48}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 77}], "dynamic_citizens": [], "actions_this_round": ["Cut subsidies to local businesses", "Broke promise on emission reductions", "Did nothing significant this round"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You want me to trust the process? Which process, the one that laid off my shift?", "tone": "sarcastic", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [{"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "trigger_reason": "economy dropped below critical threshold", "initial_approval": 50, "intro_dialogue": "The supply chains are broken. Nobody is buying. What is your plan?"}], "summary": "Round 5: economy dropped below critical threshold. Margaret (angry business owner) 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": 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": 7, "promises_extracted": ["Subsidize local businesses during transition", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 15, "economy": 55, "research": 28}, "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": 33}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 34}], "dynamic_citizens": [], "actions_this_round": ["Allocated budget to green job creation"], "previous_speeches": ["The environment cannot wait.", "Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Congratulations on doing the bare minimum. Should we throw a parade?", "tone": "sarcastic", "approval_delta": -3, "references_promise": false}], "new_dynamic_citizens": [{"name": "Fatima", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "trigger_reason": "ecology dropped below critical threshold", "initial_approval": 53, "intro_dialogue": "Where I come from, they ignored the warnings. Now there is nothing left. Listen to the signs."}], "summary": "Round 7: ecology dropped below critical threshold. Fatima (climate refugee) arrives in Ecotopia. Sarah 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": 2, "promises_extracted": ["Fund retraining programs for displaced workers", "Open a community garden in every district"], "contradictions": [], "game_state": {"ecology": 73, "economy": 62, "research": 30}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 74}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 65}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 76}], "dynamic_citizens": [], "actions_this_round": ["Cut subsidies to local businesses"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "A town hall meeting. How democratic. Did you prepare the applause signs?", "tone": "sarcastic", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 2: No extreme conditions detected. No new citizens spawn. Sarah 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": 3, "promises_extracted": ["Freeze utility prices for two years", "Establish a wildlife corridor along the river", "Fund independent environmental monitoring", "Guarantee no layoffs during restructuring"], "contradictions": [], "game_state": {"ecology": 49, "economy": 21, "research": 25}, "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": 38}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 54}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Passed compromise legislation", "Allocated budget to green job creation"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "For once, the data is moving in the right direction. Keep going.", "tone": "hopeful", "approval_delta": -6, "references_promise": false}], "new_dynamic_citizens": [{"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "trigger_reason": "economy dropped below critical threshold", "initial_approval": 50, "intro_dialogue": "I closed two locations this month. The third closes Friday unless something changes."}], "summary": "Round 3: economy dropped below critical threshold. Margaret (angry business owner) arrives in Ecotopia. 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": 1, "promises_extracted": ["Ban single-use plastics in the city", "Reduce factory emissions by 40%", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 39, "economy": 56, "research": 30}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 69}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 60}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 75}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round"], "previous_speeches": ["Change is painful but necessary."]}

[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": 3, "promises_extracted": ["Create a citizen oversight committee", "Create 500 new green jobs by year end"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}, {"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}, {"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 32, "economy": 33, "research": 39}, "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": 62}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 48}], "dynamic_citizens": [], "actions_this_round": ["Allocated budget to green job creation"], "previous_speeches": ["Trust me, I have a plan.", "Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Sarah", "dialogue": "Credit where it is due. This policy is well-designed.", "tone": "hopeful", "approval_delta": 2, "references_promise": true}], "new_dynamic_citizens": [{"name": "Iris", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "trigger_reason": "multiple promises broken, public trust eroding", "initial_approval": 50, "intro_dialogue": "My readers want answers. Three broken promises in a row demands investigation."}], "summary": "Round 3: multiple promises broken, public trust eroding. Iris (investigative journalist) 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": 5, "promises_extracted": ["Subsidize local businesses during transition", "Fund independent environmental monitoring", "Build affordable housing near the factory district", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 86, "economy": 43, "research": 59}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 48}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 74}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 34}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition", "Signed executive order to protect forests", "Passed compromise legislation"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Mia", "dialogue": "Another promise to protect nature right after approving the new pipeline.", "tone": "sarcastic", "approval_delta": 1, "references_promise": false}], "new_dynamic_citizens": [{"name": "River", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "trigger_reason": "ecology thriving, natural world recovering", "initial_approval": 44, "intro_dialogue": "I have guided people through these woods for decades. They have never been this alive."}], "summary": "Round 5: ecology thriving, natural world recovering. River (nature guide) arrives in Ecotopia. Mia reacts with sarcastic tone."}