[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", "Build a new solar farm on the east ridge", "Create a citizen oversight committee"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}], "game_state": {"ecology": 83, "economy": 80, "research": 30}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 22}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 66}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 50}], "dynamic_citizens": [{"name": "Priya", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 59}], "actions_this_round": ["Increased research budget by 20%", "Ignored citizen petition", "Held public consultation meeting"], "previous_speeches": ["We must balance progress with preservation.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The numbers look good on paper. But paper does not feed families.", "tone": "suspicious", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Oh, a study on the environmental impact. How groundbreaking. Maybe in ten years we will have results.", "tone": "sarcastic", "approval_delta": -14, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The opposition formally objects. This policy is a disaster.", "tone": "angry", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Priya", "dialogue": "As a climate refugee, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": -4, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Contradiction detected, trust eroding. 4 citizens react."}


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

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

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


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

[User] {"round": 5, "promises_extracted": ["Clean up the industrial waste site", "Fund retraining programs for displaced workers", "Ban single-use plastics in the city", "Build affordable housing near the factory district", "Provide free childcare for factory workers", "Invest in carbon capture research"], "contradictions": [], "game_state": {"ecology": 74, "economy": 65, "research": 55}, "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": 67}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 72}], "dynamic_citizens": [{"name": "Iris", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 50}, {"name": "Lena", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 69}], "actions_this_round": ["Vetoed plastic ban proposal", "Ignored citizen petition", "Passed compromise legislation"], "previous_speeches": ["The environment cannot wait.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Why should I believe this time is different?", "tone": "suspicious", "approval_delta": 8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Oh, a study on the environmental impact. How groundbreaking. Maybe in ten years we will have results.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The opposition acknowledges progress. We will be watching closely.", "tone": "hopeful", "approval_delta": 5, "references_promise": true}, {"citizen_name": "Iris", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Lena", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: 5 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Fund retraining programs for displaced workers", "Create 500 new green jobs by year end", "Create a citizen oversight committee", "Double the public transit budget"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 83, "economy": 60, "research": 75}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 31}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 71}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 47}], "dynamic_citizens": [{"name": "Jorge", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 46}, {"name": "Dev", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 71}], "actions_this_round": ["Approved solar farm construction permits", "Increased research budget by 20%"], "previous_speeches": ["Change is painful but necessary.", "Tough decisions require tough leaders."]}

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


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

[User] {"round": 6, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Establish a wildlife corridor along the river", "Build a new solar farm on the east ridge", "Create 500 new green jobs by year end", "Provide free childcare for factory workers"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 59, "economy": 61, "research": 29}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 38}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 36}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 63}], "dynamic_citizens": [], "actions_this_round": ["Shut down polluting factory", "Expanded industrial zone", "Kept promise on job creation"], "previous_speeches": ["Tough decisions require tough leaders."]}

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


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

[User] {"round": 6, "promises_extracted": ["Reduce factory emissions by 40%", "Invest in carbon capture research", "Clean up the industrial waste site", "Open a community garden in every district"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 60, "economy": 64, "research": 41}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 23}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 59}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 41}], "dynamic_citizens": [{"name": "River", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 74}], "actions_this_round": ["Expanded industrial zone", "Delayed emission reduction timeline", "Launched worker retraining program", "Diverted economy funds to ecology"], "previous_speeches": ["The environment cannot wait.", "Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "sarcastic", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I chained myself to that tree for a reason. Do not make me do it again.", "tone": "angry", "approval_delta": -14, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The opposition formally objects. This policy is a disaster.", "tone": "angry", "approval_delta": -8, "references_promise": true}, {"citizen_name": "River", "dialogue": "As a nature guide, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Subsidize local businesses during transition", "Build affordable housing near the factory district", "Establish a universal basic income pilot", "Fund independent environmental monitoring", "Invest in carbon capture research"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 53, "economy": 55, "research": 12}, "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": 54}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 26}], "dynamic_citizens": [{"name": "Elena", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 59}], "actions_this_round": ["Broke promise on emission reductions", "Approved solar farm construction permits", "Signed executive order to protect forests", "Diverted ecology funds to economy"], "previous_speeches": ["We are stronger together.", "We must balance progress with preservation.", "We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Oh wonderful, another speech about the future. My rent is due now.", "tone": "sarcastic", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I chained myself to that tree for a reason. Do not make me do it again.", "tone": "angry", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Mia's data confirms what I have been saying for weeks.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Elena", "dialogue": "As a climate refugee, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": -9, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Protect old-growth forests from logging", "Double the public transit budget", "Fund independent environmental monitoring", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 46, "economy": 56, "research": 60}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 23}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 55}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 48}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Funded wildlife corridor study", "Kept promise on job creation", "Increased research budget by 20%"], "previous_speeches": ["We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I talked to the guys at the plant. They are cautiously optimistic.", "tone": "hopeful", "approval_delta": 2, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "We have maybe two years before the damage is irreversible. Please act.", "tone": "desperate", "approval_delta": -9, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "You are not leading. You are flailing. And everyone can see it.", "tone": "angry", "approval_delta": -6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 3 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Fund independent environmental monitoring", "Build affordable housing near the factory district", "Subsidize local businesses during transition", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 59, "economy": 33, "research": 36}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 60}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 28}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 88}], "dynamic_citizens": [{"name": "Fatima", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 44}, {"name": "Victor", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 55}], "actions_this_round": ["Kept promise on job creation", "Approved solar farm construction permits", "Diverted economy funds to ecology"], "previous_speeches": ["Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "If we lose the factory, this town dies. You understand that, right?", "tone": "desperate", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "The last leader promised the same thing. The forests are still burning.", "tone": "suspicious", "approval_delta": -2, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "You are not leading. You are flailing. And everyone can see it.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Fatima", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -3, "references_promise": true}, {"citizen_name": "Victor", "dialogue": "As a angry business owner, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": 1, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Late game tensions run high. 5 citizens react."}


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

[User] {"round": 5, "promises_extracted": ["Ban single-use plastics in the city", "Provide free childcare for factory workers", "Freeze utility prices for two years", "Build affordable housing near the factory district", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 57, "economy": 79, "research": 70}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 21}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 54}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 72}], "dynamic_citizens": [], "actions_this_round": ["Cut subsidies to local businesses", "Funded wildlife corridor study"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

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


[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", "Establish a universal basic income pilot", "Create 500 new green jobs by year end"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 50, "economy": 64, "research": 14}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 44}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 57}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 76}], "dynamic_citizens": [{"name": "Anika", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 64}], "actions_this_round": ["Kept promise on job creation", "Ignored citizen petition"], "previous_speeches": ["We must balance progress with preservation.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "sarcastic", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Even Karl agrees that the pollution is getting out of hand.", "tone": "sarcastic", "approval_delta": -13, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "You promised transformation and delivered a pamphlet.", "tone": "sarcastic", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Anika", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Fund retraining programs for displaced workers", "Reduce factory emissions by 40%", "Establish a universal basic income pilot", "Create a citizen oversight committee"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 30, "economy": 41, "research": 51}, "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": 62}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 39}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting", "Delayed emission reduction timeline", "Kept promise on job creation", "Diverted ecology funds to economy"], "previous_speeches": ["We are stronger together.", "I promise a brighter future for all.", "Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You promised us jobs, and what did we get? More uncertainty. My crew is talking about leaving.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "A green committee with zero budget. Very inspiring.", "tone": "sarcastic", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I have filed a motion of no confidence. The people deserve better.", "tone": "angry", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Build affordable housing near the factory district", "Protect old-growth forests from logging", "Freeze utility prices for two years", "Establish a wildlife corridor along the river", "Subsidize local businesses during transition", "Guarantee no layoffs during restructuring"], "contradictions": [], "game_state": {"ecology": 25, "economy": 54, "research": 73}, "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": 90}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 55}], "dynamic_citizens": [{"name": "Birch", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 46}, {"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 38}], "actions_this_round": ["Broke promise on emission reductions", "Passed compromise legislation", "Diverted economy funds to ecology", "Expanded industrial zone"], "previous_speeches": ["Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "suspicious", "approval_delta": 2, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "The wildlife corridor proposal is beautiful. This could actually save the wetlands.", "tone": "hopeful", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "Even the opposition needs something to work with. Give us anything.", "tone": "desperate", "approval_delta": -5, "references_promise": false}, {"citizen_name": "Birch", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 8, "references_promise": false}, {"citizen_name": "Margaret", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 5 citizens react."}


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

[User] {"round": 5, "promises_extracted": ["Double the public transit budget", "Provide free childcare for factory workers", "Reduce factory emissions by 40%", "Clean up the industrial waste site", "Build affordable housing near the factory district"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 30, "economy": 74, "research": 48}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 27}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 33}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 87}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions", "Approved solar farm construction permits", "Launched worker retraining program"], "previous_speeches": ["We will not abandon our workers.", "The environment cannot wait.", "Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "If we lose the factory, this town dies. You understand that, right?", "tone": "desperate", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I trusted you. That was my mistake.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The spin is impressive. The results, less so.", "tone": "sarcastic", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Contradiction detected, trust eroding. 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Fund retraining programs for displaced workers", "Subsidize local businesses during transition", "Clean up the industrial waste site", "Build affordable housing near the factory district", "Create 500 new green jobs by year end", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 25, "economy": 32, "research": 13}, "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": 58}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 84}], "dynamic_citizens": [{"name": "Zara", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 56}, {"name": "Fatima", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 60}], "actions_this_round": ["Ignored citizen petition", "Cut subsidies to local businesses", "Signed executive order to protect forests"], "previous_speeches": ["Tough decisions require tough leaders.", "We will not abandon our workers.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "hopeful", "approval_delta": 10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We have maybe two years before the damage is irreversible. Please act.", "tone": "desperate", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "The spin is impressive. The results, less so.", "tone": "sarcastic", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Zara", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 3, "references_promise": false}, {"citizen_name": "Fatima", "dialogue": "As a climate refugee, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": 6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 5 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Double the public transit budget", "Reduce factory emissions by 40%", "Build a new solar farm on the east ridge", "Invest in carbon capture research", "Protect old-growth forests from logging"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 59, "economy": 26, "research": 36}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 60}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 24}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 54}], "dynamic_citizens": [{"name": "Jorge", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 50}], "actions_this_round": ["Diverted ecology funds to economy", "Ignored citizen petition", "Vetoed plastic ban proposal"], "previous_speeches": ["Change is painful but necessary.", "Every sacrifice today builds tomorrow.", "I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I love how every plan starts with the workers making sacrifices first.", "tone": "sarcastic", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Even Karl agrees that the pollution is getting out of hand.", "tone": "angry", "approval_delta": -3, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "This is exactly the kind of incompetence I warned the council about.", "tone": "angry", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Jorge", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -4, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Fund retraining programs for displaced workers", "Plant 10,000 trees in deforested areas", "Build a new solar farm on the east ridge", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 44, "economy": 74, "research": 51}, "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": 62}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 79}], "dynamic_citizens": [], "actions_this_round": ["Allocated budget to green job creation", "Passed compromise legislation", "Diverted ecology funds to economy", "Kept promise on job creation"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Why should I believe this time is different?", "tone": "suspicious", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Every day you delay, another species edges closer to extinction.", "tone": "angry", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "A town hall meeting. How democratic. Did you prepare the applause signs?", "tone": "sarcastic", "approval_delta": -14, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 3 citizens react."}


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

[User] {"round": 5, "promises_extracted": ["Establish a universal basic income pilot", "Build affordable housing near the factory district", "Plant 10,000 trees in deforested areas"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 35, "economy": 42, "research": 24}, "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": 41}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 29}], "dynamic_citizens": [{"name": "Sage", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 69}], "actions_this_round": ["Cut subsidies to local businesses", "Ignored citizen petition"], "previous_speeches": ["We are stronger together.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "angry", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I chained myself to that tree for a reason. Do not make me do it again.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The council received 200 complaints this week. Your approval is tanking.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Sage", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": -1, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Contradiction detected, trust eroding. 4 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Reduce factory emissions by 40%", "Create a citizen oversight committee", "Fund retraining programs for displaced workers", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 30, "economy": 84, "research": 69}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 53}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 66}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 70}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation", "Broke promise on emission reductions", "Funded wildlife corridor study"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The retraining program actually looks decent. Maybe this can work.", "tone": "hopeful", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "For once, Sarah and I are on the same page. That should worry you.", "tone": "desperate", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "The spin is impressive. The results, less so.", "tone": "sarcastic", "approval_delta": -6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Late game tensions run high. 3 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Build affordable housing near the factory district", "Reduce factory emissions by 40%", "Guarantee no layoffs during restructuring", "Create a citizen oversight committee", "Provide free childcare for factory workers"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 31, "economy": 50, "research": 23}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 75}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 63}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 89}], "dynamic_citizens": [{"name": "Victor", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 71}, {"name": "River", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 42}], "actions_this_round": ["Diverted economy funds to ecology", "Funded wildlife corridor study", "Expanded industrial zone", "Vetoed plastic ban proposal"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "Jobs and nature are not enemies."]}

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


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

[User] {"round": 7, "promises_extracted": ["Subsidize local businesses during transition", "Open a community garden in every district", "Guarantee no layoffs during restructuring", "Build affordable housing near the factory district"], "contradictions": [], "game_state": {"ecology": 43, "economy": 49, "research": 67}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 27}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 67}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 90}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting", "Delayed emission reduction timeline", "Signed executive order to protect forests"], "previous_speeches": ["We are stronger together.", "Every sacrifice today builds tomorrow.", "I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "suspicious", "approval_delta": 3, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "A green committee with zero budget. Very inspiring.", "tone": "sarcastic", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "You promised transformation and delivered a pamphlet.", "tone": "sarcastic", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: Late game tensions run high. 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Subsidize local businesses during transition", "Build affordable housing near the factory district", "Provide free childcare for factory workers", "Double the public transit budget"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 67, "economy": 36, "research": 70}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 38}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 82}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 75}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Announced factory restructuring plan", "Shut down polluting factory"], "previous_speeches": ["We must balance progress with preservation."]}

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


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

[User] {"round": 5, "promises_extracted": ["Clean up the industrial waste site", "Build affordable housing near the factory district", "Double the public transit budget", "Create 500 new green jobs by year end", "Plant 10,000 trees in deforested areas"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 61, "economy": 56, "research": 40}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 86}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 31}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 51}], "dynamic_citizens": [{"name": "Priya", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 72}], "actions_this_round": ["Broke promise on emission reductions", "Held public consultation meeting", "Launched worker retraining program", "Shut down polluting factory"], "previous_speeches": ["Jobs and nature are not enemies.", "I promise a brighter future for all.", "We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You promised us jobs, and what did we get? More uncertainty. My crew is talking about leaving.", "tone": "angry", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I have dedicated my life to this. Watching it fall apart is unbearable.", "tone": "desperate", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Priya", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 8, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: Contradiction detected, trust eroding. 4 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Establish a universal basic income pilot", "Protect old-growth forests from logging", "Guarantee no layoffs during restructuring", "Freeze utility prices for two years", "Reduce factory emissions by 40%"], "contradictions": [], "game_state": {"ecology": 35, "economy": 61, "research": 16}, "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": 52}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 21}], "dynamic_citizens": [{"name": "Priya", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 44}, {"name": "Douglas", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 58}], "actions_this_round": ["Kept promise on job creation", "Delayed emission reduction timeline"], "previous_speeches": ["We will not abandon our workers.", "I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sure, green jobs. Let me just retrain as a solar panel whisperer overnight.", "tone": "sarcastic", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I chained myself to that tree for a reason. Do not make me do it again.", "tone": "angry", "approval_delta": -13, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I never thought I would say this, but maybe we need to work together.", "tone": "desperate", "approval_delta": -3, "references_promise": true}, {"citizen_name": "Priya", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Douglas", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 5 citizens react."}


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

[User] {"round": 5, "promises_extracted": ["Ban single-use plastics in the city", "Create a citizen oversight committee", "Provide free childcare for factory workers"], "contradictions": [], "game_state": {"ecology": 66, "economy": 41, "research": 24}, "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": 80}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 53}], "dynamic_citizens": [], "actions_this_round": ["Announced factory restructuring plan", "Broke promise on emission reductions", "Ignored citizen petition"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "hopeful", "approval_delta": 0, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "The wildlife corridor proposal is beautiful. This could actually save the wetlands.", "tone": "hopeful", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "You promised transformation and delivered a pamphlet.", "tone": "sarcastic", "approval_delta": 1, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Fund independent environmental monitoring", "Provide free childcare for factory workers", "Create a citizen oversight committee", "Establish a wildlife corridor along the river", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 42, "economy": 42, "research": 22}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 77}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 64}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 48}], "dynamic_citizens": [{"name": "Felix", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 37}, {"name": "Birch", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 74}], "actions_this_round": ["Did nothing significant this round", "Vetoed plastic ban proposal", "Shut down polluting factory", "Signed executive order to protect forests"], "previous_speeches": ["We must balance progress with preservation.", "Jobs and nature are not enemies.", "Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You shut down the plant without a plan. People have families to feed.", "tone": "angry", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The emissions data is public. You lied. The pollution got worse.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "You are not leading. You are flailing. And everyone can see it.", "tone": "angry", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Felix", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Birch", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 3, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 5 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Create 500 new green jobs by year end", "Provide free childcare for factory workers", "Fund independent environmental monitoring", "Open a community garden in every district", "Establish a universal basic income pilot"], "contradictions": [], "game_state": {"ecology": 35, "economy": 74, "research": 19}, "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": 70}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 42}], "dynamic_citizens": [{"name": "Robert", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 69}, {"name": "Jorge", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 48}], "actions_this_round": ["Increased research budget by 20%", "Vetoed plastic ban proposal", "Passed compromise legislation"], "previous_speeches": ["Trust me, I have a plan."]}

[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": 3, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "For once, the data is moving in the right direction. Keep going.", "tone": "hopeful", "approval_delta": 10, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "suspicious", "approval_delta": 3, "references_promise": true}, {"citizen_name": "Robert", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -2, "references_promise": true}, {"citizen_name": "Jorge", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 2, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 5 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Build affordable housing near the factory district", "Establish a wildlife corridor along the river", "Protect old-growth forests from logging"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 55, "economy": 52, "research": 61}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 66}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 88}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 63}], "dynamic_citizens": [], "actions_this_round": ["Broke promise on emission reductions", "Launched worker retraining program", "Ignored citizen petition"], "previous_speeches": ["The environment cannot wait.", "We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sure, green jobs. Let me just retrain as a solar panel whisperer overnight.", "tone": "sarcastic", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "You planted fifty trees and called it reforestation. The math does not work that way.", "tone": "sarcastic", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Your track record does not inspire confidence. Prove me wrong.", "tone": "suspicious", "approval_delta": -11, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Fund independent environmental monitoring", "Establish a wildlife corridor along the river", "Freeze utility prices for two years"], "contradictions": [], "game_state": {"ecology": 33, "economy": 27, "research": 34}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 22}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 24}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 63}], "dynamic_citizens": [], "actions_this_round": ["Delayed emission reduction timeline", "Ignored citizen petition", "Announced factory restructuring plan"], "previous_speeches": ["We are stronger together.", "Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "sarcastic", "approval_delta": -2, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "We have maybe two years before the damage is irreversible. Please act.", "tone": "desperate", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "angry", "approval_delta": -8, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 3 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Build a new solar farm on the east ridge", "Protect old-growth forests from logging", "Ban single-use plastics in the city", "Create 500 new green jobs by year end"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 83, "economy": 83, "research": 15}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 28}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 45}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 74}], "dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 42}], "actions_this_round": ["Launched worker retraining program", "Passed compromise legislation", "Vetoed plastic ban proposal"], "previous_speeches": ["Jobs and nature are not enemies.", "Change is painful but necessary.", "We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sure, green jobs. Let me just retrain as a solar panel whisperer overnight.", "tone": "sarcastic", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "For once, Sarah and I are on the same page. That should worry you.", "tone": "sarcastic", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The opposition formally objects. This policy is a disaster.", "tone": "angry", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Yuki", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 8, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


[System] You are Ecotopia's citizen 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", "Reduce factory emissions by 40%", "Protect old-growth forests from logging"], "contradictions": [], "game_state": {"ecology": 49, "economy": 74, "research": 30}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 80}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 36}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 46}], "dynamic_citizens": [], "actions_this_round": ["Vetoed plastic ban proposal", "Delayed emission reduction timeline"], "previous_speeches": ["Change is painful but necessary.", "We will not abandon our workers.", "Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The subsidies are helping. Small steps, but real ones.", "tone": "hopeful", "approval_delta": -2, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "This is what leadership looks like. Real action, real results.", "tone": "hopeful", "approval_delta": 12, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "What is the catch? There is always a catch with your proposals.", "tone": "suspicious", "approval_delta": 11, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Build affordable housing near the factory district", "Plant 10,000 trees in deforested areas", "Establish a wildlife corridor along the river", "Create a citizen oversight committee", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}], "game_state": {"ecology": 32, "economy": 58, "research": 22}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 25}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 26}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 66}], "dynamic_citizens": [{"name": "Douglas", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 51}], "actions_this_round": ["Allocated budget to green job creation", "Cut subsidies to local businesses", "Launched worker retraining program"], "previous_speeches": ["Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "desperate", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I trusted you. That was my mistake.", "tone": "angry", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every metric is worse than when you started. Explain that.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Douglas", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 0, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Subsidize local businesses during transition", "Provide free childcare for factory workers", "Establish a wildlife corridor along the river", "Reduce factory emissions by 40%", "Freeze utility prices for two years", "Guarantee no layoffs during restructuring"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 39, "economy": 31, "research": 40}, "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": 78}], "dynamic_citizens": [{"name": "Chen", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 47}, {"name": "Anika", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 43}], "actions_this_round": ["Allocated budget to green job creation", "Diverted economy funds to ecology", "Approved solar farm construction permits"], "previous_speeches": ["Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Why should I believe this time is different?", "tone": "suspicious", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Compromise. That is a funny word for letting them pollute half as much.", "tone": "sarcastic", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "A town hall meeting. How democratic. Did you prepare the applause signs?", "tone": "sarcastic", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Chen", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -8, "references_promise": false}, {"citizen_name": "Anika", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 5 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Establish a wildlife corridor along the river", "Open a community garden in every district", "Clean up the industrial waste site", "Establish a universal basic income pilot"], "contradictions": [], "game_state": {"ecology": 25, "economy": 71, "research": 64}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 84}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 24}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 74}], "dynamic_citizens": [{"name": "Diana", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 63}, {"name": "River", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 50}], "actions_this_round": ["Approved solar farm construction permits", "Expanded industrial zone", "Signed executive order to protect forests", "Diverted economy funds to ecology"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "My wife cried when she heard about the new positions. Good tears.", "tone": "grateful", "approval_delta": 6, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Even Karl agrees that the pollution is getting out of hand.", "tone": "desperate", "approval_delta": -15, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Even the opposition needs something to work with. Give us anything.", "tone": "desperate", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Diana", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 8, "references_promise": false}, {"citizen_name": "River", "dialogue": "As a nature guide, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": 4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 5 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Protect old-growth forests from logging", "Reduce factory emissions by 40%", "Provide free childcare for factory workers", "Open a community garden in every district", "Create 500 new green jobs by year end", "Build a new solar farm on the east ridge"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 36, "economy": 75, "research": 57}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 26}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 34}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 69}], "dynamic_citizens": [{"name": "Iris", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 37}], "actions_this_round": ["Increased research budget by 20%", "Ignored citizen petition", "Cut subsidies to local businesses"], "previous_speeches": ["Jobs and nature are not enemies.", "The environment cannot wait.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "desperate", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Every day you delay, another species edges closer to extinction.", "tone": "angry", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I have filed a motion of no confidence. The people deserve better.", "tone": "angry", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Iris", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": -2, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Create a citizen oversight committee", "Freeze utility prices for two years", "Plant 10,000 trees in deforested areas", "Build affordable housing near the factory district", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 28, "economy": 29, "research": 57}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 28}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 44}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 78}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition", "Shut down polluting factory", "Announced factory restructuring plan"], "previous_speeches": ["Change is painful but necessary.", "The environment cannot wait."]}

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


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

[User] {"round": 7, "promises_extracted": ["Clean up the industrial waste site", "Create a citizen oversight committee", "Protect old-growth forests from logging", "Guarantee no layoffs during restructuring", "Subsidize local businesses during transition"], "contradictions": [], "game_state": {"ecology": 84, "economy": 33, "research": 70}, "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": 82}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 87}], "dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 71}, {"name": "Willow", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 54}], "actions_this_round": ["Signed executive order to protect forests", "Funded wildlife corridor study"], "previous_speeches": ["The environment cannot wait.", "Every sacrifice today builds tomorrow.", "Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "sarcastic", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The children will inherit something worth protecting. That is your legacy.", "tone": "grateful", "approval_delta": 5, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Yuki", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Willow", "dialogue": "As a nature guide, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: Late game tensions run high. 5 citizens react."}