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

[User] {"round": 6, "promises_extracted": ["Invest in carbon capture research", "Provide free childcare for factory workers", "Build a new solar farm on the east ridge", "Fund independent environmental monitoring"], "contradictions": [], "game_state": {"ecology": 63, "economy": 55, "research": 14}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 67}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 22}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 63}], "dynamic_citizens": [{"name": "Anika", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 66}], "actions_this_round": ["Diverted ecology funds to economy", "Did nothing significant this round"], "previous_speeches": ["Tough decisions require tough leaders.", "We must balance progress with preservation.", "Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "hopeful", "approval_delta": 8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Another promise to protect nature right after approving the new pipeline.", "tone": "sarcastic", "approval_delta": -3, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "Mia's data confirms what I have been saying for weeks.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Anika", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 6, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 4 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Provide free childcare for factory workers", "Build a new solar farm on the east ridge", "Establish a universal basic income pilot", "Protect old-growth forests from logging"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 75, "economy": 35, "research": 18}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 66}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 45}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 55}], "dynamic_citizens": [{"name": "Iris", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 60}], "actions_this_round": ["Cut subsidies to local businesses", "Shut down polluting factory"], "previous_speeches": ["Tough decisions require tough leaders."]}

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


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

[User] {"round": 5, "promises_extracted": ["Establish a wildlife corridor along the river", "Subsidize local businesses during transition", "Invest in carbon capture research", "Clean up the industrial waste site"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 79, "economy": 61, "research": 37}, "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": 74}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 68}], "dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 48}], "actions_this_round": ["Signed executive order to protect forests", "Shut down polluting factory", "Broke promise on emission reductions", "Approved solar farm construction permits"], "previous_speeches": ["I promise a brighter future for all.", "We must balance progress with preservation.", "Tough decisions require tough leaders."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You want me to trust the process? Which process, the one that laid off my shift?", "tone": "sarcastic", "approval_delta": -9, "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": -8, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every metric is worse than when you started. Explain that.", "tone": "angry", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Yuki", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": -2, "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", "Provide free childcare for factory workers", "Open a community garden in every district"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 34, "economy": 58, "research": 40}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 44}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 63}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 48}], "dynamic_citizens": [{"name": "Sage", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 67}, {"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 45}], "actions_this_round": ["Approved solar farm construction permits", "Signed executive order to protect forests", "Broke promise on emission reductions", "Announced factory restructuring plan"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "Change is painful but necessary."]}

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


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

[User] {"round": 5, "promises_extracted": ["Subsidize local businesses during transition", "Plant 10,000 trees in deforested areas", "Fund retraining programs for displaced workers", "Provide free childcare for factory workers", "Guarantee no layoffs during restructuring", "Establish a universal basic income pilot"], "contradictions": [{"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 80, "economy": 65, "research": 19}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 38}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 60}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 43}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Shut down polluting factory"], "previous_speeches": ["The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have three kids. I cannot afford to start over at forty-five.", "tone": "desperate", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Every day you delay, another species edges closer to extinction.", "tone": "angry", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Congratulations on doing the bare minimum. Should we throw a parade?", "tone": "sarcastic", "approval_delta": -10, "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": 7, "promises_extracted": ["Freeze utility prices for two years", "Provide free childcare for factory workers", "Protect old-growth forests from logging", "Create 500 new green jobs by year end", "Subsidize local businesses during transition", "Double the public transit budget"], "contradictions": [], "game_state": {"ecology": 65, "economy": 52, "research": 61}, "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": 48}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 64}], "dynamic_citizens": [{"name": "Victor", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 59}], "actions_this_round": ["Signed executive order to protect forests", "Did nothing significant this round", "Kept promise on job creation"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "suspicious", "approval_delta": -1, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "The bird populations are recovering. Nature is resilient if we give it a chance.", "tone": "hopeful", "approval_delta": 0, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "You promised transformation and delivered a pamphlet.", "tone": "sarcastic", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Victor", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -5, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: Late game tensions run high. 4 citizens react."}


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

[User] {"round": 5, "promises_extracted": ["Protect old-growth forests from logging", "Fund independent environmental monitoring", "Plant 10,000 trees in deforested areas", "Ban single-use plastics in the city"], "contradictions": [], "game_state": {"ecology": 39, "economy": 39, "research": 26}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 26}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 33}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 22}], "dynamic_citizens": [], "actions_this_round": ["Held public consultation meeting", "Allocated budget to green job creation"], "previous_speeches": ["We will not abandon our workers.", "We are stronger together."]}

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


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

[User] {"round": 7, "promises_extracted": ["Fund retraining programs for displaced workers", "Plant 10,000 trees in deforested areas", "Establish a universal basic income pilot", "Guarantee no layoffs during restructuring", "Build affordable housing near the factory district", "Provide free childcare for factory workers"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 42, "economy": 64, "research": 27}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 57}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 40}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 25}], "dynamic_citizens": [{"name": "Samuel", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 56}, {"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 35}], "actions_this_round": ["Broke promise on emission reductions", "Cut subsidies to local businesses"], "previous_speeches": ["Tough decisions require tough leaders.", "We will not abandon our workers.", "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": -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": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "You are not leading. You are flailing. And everyone can see it.", "tone": "angry", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Samuel", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Margaret", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -9, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 5 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Create 500 new green jobs by year end", "Protect old-growth forests from logging", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 52, "economy": 72, "research": 24}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 43}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 34}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 71}], "dynamic_citizens": [{"name": "Yuki", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 59}], "actions_this_round": ["Vetoed plastic ban proposal", "Did nothing significant this round", "Held public consultation meeting", "Passed compromise legislation"], "previous_speeches": ["We will not abandon our workers.", "Jobs and nature are not enemies.", "The environment cannot wait."]}

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


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

[User] {"round": 5, "promises_extracted": ["Freeze utility prices for two years", "Fund retraining programs for displaced workers", "Clean up the industrial waste site", "Create a citizen oversight committee", "Create 500 new green jobs by year end", "Establish a universal basic income pilot"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 26, "economy": 80, "research": 26}, "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": 51}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 81}], "dynamic_citizens": [{"name": "Robert", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 70}], "actions_this_round": ["Did nothing significant this round", "Signed executive order to protect forests", "Kept promise on job creation"], "previous_speeches": ["Change is painful but necessary.", "Tough decisions require tough leaders.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Another week, another broken promise. The workers are done waiting.", "tone": "angry", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "For once, Sarah and I are on the same page. That should worry you.", "tone": "angry", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Congratulations on doing the bare minimum. Should we throw a parade?", "tone": "sarcastic", "approval_delta": -9, "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": false}], "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": ["Freeze utility prices for two years", "Create a citizen oversight committee", "Open a community garden in every district"], "contradictions": [{"promise": "Reduce factory emissions by 40%", "action": "Expanded industrial zone", "severity": "high"}], "game_state": {"ecology": 53, "economy": 76, "research": 67}, "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": 58}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 85}], "dynamic_citizens": [{"name": "Chen", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 58}, {"name": "Diana", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 49}], "actions_this_round": ["Broke promise on emission reductions", "Signed executive order to protect forests"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I am begging you to think about the workers before making another cut.", "tone": "desperate", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Even Karl agrees that the pollution is getting out of hand.", "tone": "sarcastic", "approval_delta": -15, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I love how every failure is framed as a learning opportunity.", "tone": "sarcastic", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Chen", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Diana", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 5, "references_promise": true}], "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": 5, "promises_extracted": ["Fund retraining programs for displaced workers", "Provide free childcare for factory workers", "Subsidize local businesses during transition", "Create a citizen oversight committee"], "contradictions": [], "game_state": {"ecology": 41, "economy": 64, "research": 35}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 77}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 78}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 84}], "dynamic_citizens": [], "actions_this_round": ["Did nothing significant this round", "Launched worker retraining program"], "previous_speeches": ["We must balance progress with preservation.", "Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "You promised us jobs, and what did we get? More uncertainty. My crew is talking about leaving.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Compromise. That is a funny word for letting them pollute half as much.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I have my analysts reviewing every line of this policy. We will find the holes.", "tone": "suspicious", "approval_delta": -3, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Clean up the industrial waste site", "Establish a wildlife corridor along the river", "Invest in carbon capture research", "Provide free childcare for factory workers", "Open a community garden in every district", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 63, "economy": 81, "research": 51}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 90}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 47}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 45}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Shut down polluting factory", "Diverted economy funds to ecology"], "previous_speeches": ["We are stronger together.", "We will not abandon our workers.", "The environment cannot wait."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Great, more research. Meanwhile the factory is collecting dust.", "tone": "sarcastic", "approval_delta": -2, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "You planted fifty trees and called it reforestation. The math does not work that way.", "tone": "sarcastic", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I never thought I would say this, but maybe we need to work together.", "tone": "desperate", "approval_delta": -5, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Plant 10,000 trees in deforested areas", "Fund retraining programs for displaced workers", "Protect old-growth forests from logging"], "contradictions": [], "game_state": {"ecology": 81, "economy": 79, "research": 64}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 40}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 56}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 52}], "dynamic_citizens": [], "actions_this_round": ["Approved solar farm construction permits", "Allocated budget to green job creation", "Expanded industrial zone"], "previous_speeches": ["We will not abandon our workers."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "suspicious", "approval_delta": 8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Even Karl agrees that the pollution is getting out of hand.", "tone": "desperate", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "Mia's data confirms what I have been saying for weeks.", "tone": "desperate", "approval_delta": -4, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 3 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Protect old-growth forests from logging", "Invest in carbon capture research", "Subsidize local businesses during transition"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 49, "economy": 51, "research": 50}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 43}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 42}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 85}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation", "Funded wildlife corridor study", "Held public consultation meeting", "Cut subsidies to local businesses"], "previous_speeches": ["Tough decisions require tough leaders.", "We will not abandon our workers.", "Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I warned you this would happen. Nobody listens to the working man.", "tone": "angry", "approval_delta": -13, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The last leader promised the same thing. The forests are still burning.", "tone": "suspicious", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Mia's data confirms what I have been saying for weeks.", "tone": "angry", "approval_delta": -6, "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": 3, "promises_extracted": ["Fund independent environmental monitoring", "Build affordable housing near the factory district", "Double the public transit budget", "Reduce factory emissions by 40%", "Open a community garden in every district", "Invest in carbon capture research"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 78, "economy": 67, "research": 48}, "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": 64}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 48}], "dynamic_citizens": [], "actions_this_round": ["Vetoed plastic ban proposal", "Kept promise on job creation"], "previous_speeches": ["We are stronger together."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have three kids. I cannot afford to start over at forty-five.", "tone": "desperate", "approval_delta": -3, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "For once, Sarah and I are on the same page. That should worry you.", "tone": "angry", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I have my analysts reviewing every line of this policy. We will find the holes.", "tone": "suspicious", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 3: 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": 7, "promises_extracted": ["Invest in carbon capture research", "Build affordable housing near the factory district", "Guarantee no layoffs during restructuring", "Protect old-growth forests from logging", "Double the public transit budget", "Establish a universal basic income pilot"], "contradictions": [], "game_state": {"ecology": 83, "economy": 75, "research": 24}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 41}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 88}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 88}], "dynamic_citizens": [], "actions_this_round": ["Passed compromise legislation", "Broke promise on emission reductions", "Allocated budget to green job creation", "Announced factory restructuring plan"], "previous_speeches": ["Tough decisions require tough leaders.", "The environment cannot wait.", "Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The new positions at the solar farm pay better than I expected.", "tone": "hopeful", "approval_delta": 9, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The children will inherit something worth protecting. That is your legacy.", "tone": "grateful", "approval_delta": 4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every metric is worse than when you started. Explain that.", "tone": "angry", "approval_delta": -15, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: Late game tensions run high. 3 citizens react."}


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

[User] {"round": 5, "promises_extracted": ["Fund independent environmental monitoring", "Establish a wildlife corridor along the river", "Invest in carbon capture research"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 28, "economy": 36, "research": 42}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 88}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 20}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 28}], "dynamic_citizens": [{"name": "Birch", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 57}, {"name": "Priya", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 41}], "actions_this_round": ["Diverted ecology funds to economy", "Passed compromise legislation", "Shut down polluting factory"], "previous_speeches": ["The environment cannot wait.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I love how every plan starts with the workers making sacrifices first.", "tone": "sarcastic", "approval_delta": -3, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The ecosystem is collapsing. I am not exaggerating. Look at the data.", "tone": "desperate", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Mia's data confirms what I have been saying for weeks.", "tone": "suspicious", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Birch", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -1, "references_promise": false}, {"citizen_name": "Priya", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": -10, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: Contradiction detected, trust eroding. 5 citizens react."}


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

[User] {"round": 5, "promises_extracted": ["Build affordable housing near the factory district", "Establish a universal basic income pilot", "Reduce factory emissions by 40%", "Guarantee no layoffs during restructuring", "Subsidize local businesses during transition", "Double the public transit budget"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 32, "economy": 27, "research": 10}, "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": 34}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 43}], "dynamic_citizens": [{"name": "Fern", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 64}, {"name": "Priya", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 39}], "actions_this_round": ["Held public consultation meeting", "Cut subsidies to local businesses", "Diverted economy funds to ecology", "Kept promise on job creation"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Mia might be radical, but she has a point about the water quality.", "tone": "angry", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "We have maybe two years before the damage is irreversible. Please act.", "tone": "desperate", "approval_delta": -14, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Every metric is worse than when you started. Explain that.", "tone": "angry", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Fern", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 0, "references_promise": false}, {"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. 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": ["Protect old-growth forests from logging", "Open a community garden in every district", "Establish a wildlife corridor along the river", "Build affordable housing near the factory district"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 76, "economy": 45, "research": 64}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 82}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 90}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 33}], "dynamic_citizens": [], "actions_this_round": ["Diverted economy funds to ecology", "Increased research budget by 20%", "Held public consultation meeting", "Approved solar farm construction permits"], "previous_speeches": ["The environment cannot wait.", "Trust me, I have a plan.", "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": -9, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "You are destroying everything. The river is dying and you are counting profits.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I have my analysts reviewing every line of this policy. We will find the holes.", "tone": "suspicious", "approval_delta": -12, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Double the public transit budget", "Provide free childcare for factory workers", "Establish a wildlife corridor along the river", "Guarantee no layoffs during restructuring"], "contradictions": [{"promise": "Subsidize local businesses during transition", "action": "Cut subsidies to local businesses", "severity": "high"}], "game_state": {"ecology": 59, "economy": 82, "research": 70}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 41}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 85}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 37}], "dynamic_citizens": [{"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 71}], "actions_this_round": ["Passed compromise legislation", "Kept promise on job creation"], "previous_speeches": ["Jobs and nature are not enemies.", "Every sacrifice today builds tomorrow.", "The environment cannot wait."]}

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


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

[User] {"round": 6, "promises_extracted": ["Fund independent environmental monitoring", "Build affordable housing near the factory district", "Ban single-use plastics in the city", "Provide free childcare for factory workers", "Plant 10,000 trees in deforested areas"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 31, "economy": 70, "research": 45}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 64}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 82}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 81}], "dynamic_citizens": [{"name": "Jorge", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 45}, {"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 39}], "actions_this_round": ["Expanded industrial zone", "Delayed emission reduction timeline", "Kept promise on job creation"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "Tough decisions require tough leaders."]}

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


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

[User] {"round": 7, "promises_extracted": ["Ban single-use plastics in the city", "Invest in carbon capture research", "Establish a universal basic income pilot"], "contradictions": [{"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 27, "economy": 82, "research": 28}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 81}, {"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": 48}], "dynamic_citizens": [{"name": "Willow", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 72}], "actions_this_round": ["Diverted ecology funds to economy", "Expanded industrial zone", "Signed executive order to protect forests", "Announced factory restructuring plan"], "previous_speeches": ["Tough decisions require tough leaders."]}

[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": "Oh, a study on the environmental impact. How groundbreaking. Maybe in ten years we will have results.", "tone": "sarcastic", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "sarcastic", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Willow", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -6, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 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": ["Reduce factory emissions by 40%", "Freeze utility prices for two years", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 82, "economy": 64, "research": 14}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 74}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 49}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 81}], "dynamic_citizens": [{"name": "Lena", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 71}], "actions_this_round": ["Ignored citizen petition", "Signed executive order to protect forests", "Diverted economy funds to ecology", "Kept promise on job creation"], "previous_speeches": ["The environment cannot wait.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sarah is right to question this. The numbers do not add up.", "tone": "hopeful", "approval_delta": 6, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "You say you care about ecology. Your budget says otherwise.", "tone": "suspicious", "approval_delta": 7, "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}, {"citizen_name": "Lena", "dialogue": "As a tech entrepreneur, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": 6, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 7: 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": ["Clean up the industrial waste site", "Fund independent environmental monitoring", "Invest in carbon capture research", "Build affordable housing near the factory district"], "contradictions": [{"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 51, "economy": 48, "research": 23}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 42}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 67}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 81}], "dynamic_citizens": [{"name": "Lena", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 57}], "actions_this_round": ["Diverted economy funds to ecology", "Expanded industrial zone", "Held public consultation meeting", "Increased research budget by 20%"], "previous_speeches": ["Every sacrifice today builds tomorrow.", "Tough decisions require tough leaders.", "Change is painful but necessary."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I stood on that factory floor for twenty years. Do not tell me about sacrifice.", "tone": "angry", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "Compromise. That is a funny word for letting them pollute half as much.", "tone": "sarcastic", "approval_delta": -11, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The timing of this announcement is suspicious. What are you distracting from?", "tone": "suspicious", "approval_delta": -12, "references_promise": true}, {"citizen_name": "Lena", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": 2, "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": 5, "promises_extracted": ["Reduce factory emissions by 40%", "Establish a universal basic income pilot", "Invest in carbon capture research", "Establish a wildlife corridor along the river", "Double the public transit budget", "Create 500 new green jobs by year end"], "contradictions": [], "game_state": {"ecology": 77, "economy": 34, "research": 70}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 42}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 83}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 76}], "dynamic_citizens": [], "actions_this_round": ["Allocated budget to green job creation", "Diverted ecology funds to economy", "Expanded industrial zone", "Kept promise on job creation"], "previous_speeches": ["Change is painful but necessary.", "We must balance progress with preservation."]}

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


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

[User] {"round": 6, "promises_extracted": ["Reduce factory emissions by 40%", "Build affordable housing near the factory district", "Guarantee no layoffs during restructuring"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 37, "economy": 58, "research": 11}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 20}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 53}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 42}], "dynamic_citizens": [{"name": "Birch", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 70}], "actions_this_round": ["Ignored citizen petition", "Expanded industrial zone", "Held public consultation meeting", "Shut down polluting factory"], "previous_speeches": ["Tough decisions require tough leaders.", "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": -8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I am sure the fish appreciate your thoughts and prayers.", "tone": "sarcastic", "approval_delta": -8, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "You promised transformation and delivered a pamphlet.", "tone": "sarcastic", "approval_delta": -5, "references_promise": true}, {"citizen_name": "Birch", "dialogue": "As a nature guide, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Open a community garden in every district", "Clean up the industrial waste site", "Double the public transit budget", "Plant 10,000 trees in deforested areas"], "contradictions": [], "game_state": {"ecology": 65, "economy": 75, "research": 38}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 63}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 29}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 90}], "dynamic_citizens": [], "actions_this_round": ["Signed executive order to protect forests", "Increased research budget by 20%", "Funded wildlife corridor study", "Announced factory restructuring plan"], "previous_speeches": ["Every sacrifice today builds tomorrow."]}

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


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

[User] {"round": 6, "promises_extracted": ["Fund retraining programs for displaced workers", "Establish a universal basic income pilot", "Reduce factory emissions by 40%", "Freeze utility prices for two years"], "contradictions": [{"promise": "Ban single-use plastics in the city", "action": "Vetoed plastic ban proposal", "severity": "high"}], "game_state": {"ecology": 78, "economy": 40, "research": 55}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 82}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 43}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 85}], "dynamic_citizens": [{"name": "Robert", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 71}], "actions_this_round": ["Signed executive order to protect forests", "Ignored citizen petition", "Allocated budget to green job creation", "Broke promise on emission reductions"], "previous_speeches": ["Change is painful but necessary.", "The environment cannot wait."]}

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


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

[User] {"round": 6, "promises_extracted": ["Build affordable housing near the factory district", "Invest in carbon capture research", "Establish a wildlife corridor along the river", "Fund independent environmental monitoring"], "contradictions": [{"promise": "Fund independent environmental monitoring", "action": "Ignored citizen petition", "severity": "medium"}], "game_state": {"ecology": 48, "economy": 64, "research": 43}, "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": 66}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 71}], "dynamic_citizens": [{"name": "Robert", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 71}], "actions_this_round": ["Shut down polluting factory", "Did nothing significant this round", "Held public consultation meeting"], "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": -8, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "You say you care about ecology. Your budget says otherwise.", "tone": "suspicious", "approval_delta": -9, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "suspicious", "approval_delta": -10, "references_promise": true}, {"citizen_name": "Robert", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": 5, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 6: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 7, "promises_extracted": ["Invest in carbon capture research", "Build affordable housing near the factory district", "Create 500 new green jobs by year end", "Provide free childcare for factory workers", "Fund retraining programs for displaced workers"], "contradictions": [], "game_state": {"ecology": 71, "economy": 45, "research": 72}, "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": 66}], "dynamic_citizens": [{"name": "Sage", "role": "nature guide", "personality": "calm and wise, deeply connected to the land, speaks poetically about nature", "approval": 36}, {"name": "Dev", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 42}], "actions_this_round": ["Vetoed plastic ban proposal", "Allocated budget to green job creation", "Cut subsidies to local businesses", "Increased research budget by 20%"], "previous_speeches": ["Jobs and nature are not enemies.", "Trust me, I have a plan."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Sure, green jobs. Let me just retrain as a solar panel whisperer overnight.", "tone": "sarcastic", "approval_delta": 1, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Another promise to protect nature right after approving the new pipeline.", "tone": "sarcastic", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "I never thought I would say this, but maybe we need to work together.", "tone": "desperate", "approval_delta": -14, "references_promise": false}, {"citizen_name": "Sage", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -1, "references_promise": false}, {"citizen_name": "Dev", "dialogue": "I came to Ecotopia because I believed in change. Show me it was worth it.", "tone": "hopeful", "approval_delta": -5, "references_promise": false}], "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": 7, "promises_extracted": ["Reduce factory emissions by 40%", "Ban single-use plastics in the city", "Open a community garden in every district"], "contradictions": [{"promise": "The environment cannot wait.", "action": "Delayed emission reduction timeline", "severity": "medium"}], "game_state": {"ecology": 65, "economy": 64, "research": 61}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 66}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 86}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 77}], "dynamic_citizens": [{"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 36}], "actions_this_round": ["Did nothing significant this round", "Shut down polluting factory"], "previous_speeches": ["We will not abandon our workers.", "Change is painful but necessary.", "Every sacrifice today builds tomorrow."]}

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


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

[User] {"round": 5, "promises_extracted": ["Establish a wildlife corridor along the river", "Establish a universal basic income pilot", "Guarantee no layoffs during restructuring", "Create a citizen oversight committee", "Build a new solar farm on the east ridge"], "contradictions": [], "game_state": {"ecology": 66, "economy": 84, "research": 59}, "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": 80}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 79}], "dynamic_citizens": [{"name": "Felix", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 69}, {"name": "Robert", "role": "investigative journalist", "personality": "relentless truth-seeker, tracks every promise and holds leaders accountable", "approval": 72}], "actions_this_round": ["Kept promise on job creation", "Vetoed plastic ban proposal"], "previous_speeches": ["We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "The subsidies are helping. Small steps, but real ones.", "tone": "hopeful", "approval_delta": 1, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "You planted fifty trees and called it reforestation. The math does not work that way.", "tone": "sarcastic", "approval_delta": 0, "references_promise": false}, {"citizen_name": "Sarah", "dialogue": "Your track record does not inspire confidence. Prove me wrong.", "tone": "suspicious", "approval_delta": -1, "references_promise": false}, {"citizen_name": "Felix", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 3, "references_promise": true}, {"citizen_name": "Robert", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": -10, "references_promise": true}], "new_dynamic_citizens": [], "summary": "Round 5: 5 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Freeze utility prices for two years", "Guarantee no layoffs during restructuring", "Protect old-growth forests from logging", "Clean up the industrial waste site", "Fund independent environmental monitoring", "Establish a universal basic income pilot"], "contradictions": [], "game_state": {"ecology": 43, "economy": 55, "research": 11}, "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": 70}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 51}], "dynamic_citizens": [], "actions_this_round": ["Signed executive order to protect forests", "Ignored citizen petition"], "previous_speeches": ["Tough decisions require tough leaders.", "Every sacrifice today builds tomorrow."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have three kids. I cannot afford to start over at forty-five.", "tone": "desperate", "approval_delta": -11, "references_promise": false}, {"citizen_name": "Mia", "dialogue": "Show me the enforcement mechanism. Promises without teeth are just noise.", "tone": "suspicious", "approval_delta": 7, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "hopeful", "approval_delta": -2, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 6: Late game tensions run high. 3 citizens react."}


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

[User] {"round": 6, "promises_extracted": ["Invest in carbon capture research", "Freeze utility prices for two years", "Subsidize local businesses during transition", "Open a community garden in every district", "Protect old-growth forests from logging", "Reduce factory emissions by 40%"], "contradictions": [{"promise": "Protect old-growth forests from logging", "action": "Diverted ecology funds to economy", "severity": "high"}], "game_state": {"ecology": 32, "economy": 65, "research": 68}, "active_citizens": [{"name": "Karl", "role": "factory worker", "personality": "pragmatic, cares about jobs and economic stability", "approval": 76}, {"name": "Mia", "role": "environmental activist", "personality": "passionate, cares deeply about ecology and nature", "approval": 21}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 49}], "dynamic_citizens": [], "actions_this_round": ["Ignored citizen petition", "Signed executive order to protect forests"], "previous_speeches": ["Jobs and nature are not enemies."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "My neighbors are losing their homes and you are talking about trees.", "tone": "angry", "approval_delta": -6, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "The coral is bleaching, the forests are shrinking. What will it take?", "tone": "desperate", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "Karl and I rarely agree, but this policy hurts everyone.", "tone": "sarcastic", "approval_delta": -12, "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": 7, "promises_extracted": ["Subsidize local businesses during transition", "Invest in carbon capture research", "Provide free childcare for factory workers", "Protect old-growth forests from logging"], "contradictions": [{"promise": "Guarantee no layoffs during restructuring", "action": "Announced factory restructuring plan", "severity": "medium"}], "game_state": {"ecology": 29, "economy": 59, "research": 70}, "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": 46}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 80}], "dynamic_citizens": [{"name": "Anika", "role": "tech entrepreneur", "personality": "optimistic innovator, sees opportunity in research breakthroughs", "approval": 45}], "actions_this_round": ["Funded wildlife corridor study", "Diverted ecology funds to economy"], "previous_speeches": ["Tough decisions require tough leaders.", "We must balance progress with preservation."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "I have seen politicians promise jobs before. Forgive me if I wait to see the contracts.", "tone": "suspicious", "approval_delta": -8, "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": "Mia's data confirms what I have been saying for weeks.", "tone": "angry", "approval_delta": -7, "references_promise": true}, {"citizen_name": "Anika", "dialogue": "As a tech entrepreneur, I cannot stand by while this happens. We deserve better.", "tone": "angry", "approval_delta": -5, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 7: Contradiction detected, trust eroding. Late game tensions run high. 4 citizens react."}


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

[User] {"round": 5, "promises_extracted": ["Create 500 new green jobs by year end", "Fund independent environmental monitoring", "Freeze utility prices for two years"], "contradictions": [{"promise": "Create 500 new green jobs by year end", "action": "Did nothing significant this round", "severity": "medium"}], "game_state": {"ecology": 50, "economy": 75, "research": 41}, "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": 27}, {"name": "Sarah", "role": "opposition leader", "personality": "skeptical, challenges everything, holds leaders accountable", "approval": 65}], "dynamic_citizens": [{"name": "Margaret", "role": "angry business owner", "personality": "pragmatic and confrontational, sees economic collapse firsthand", "approval": 66}, {"name": "Marco", "role": "climate refugee", "personality": "resilient but desperate, speaks from lived experience of environmental collapse", "approval": 55}], "actions_this_round": ["Shut down polluting factory", "Approved solar farm construction permits", "Held public consultation meeting", "Delayed emission reduction timeline"], "previous_speeches": ["I promise a brighter future for all."]}

[Assistant] {"citizen_reactions": [{"citizen_name": "Karl", "dialogue": "Please. I am not asking for much. Just do not let the plant close without an alternative.", "tone": "desperate", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Mia", "dialogue": "I have dedicated my life to this. Watching it fall apart is unbearable.", "tone": "desperate", "approval_delta": -15, "references_promise": true}, {"citizen_name": "Sarah", "dialogue": "The spin is impressive. The results, less so.", "tone": "sarcastic", "approval_delta": -4, "references_promise": true}, {"citizen_name": "Margaret", "dialogue": "My community is counting on you. We have nowhere else to go.", "tone": "desperate", "approval_delta": -4, "references_promise": false}, {"citizen_name": "Marco", "dialogue": "I have seen leaders fail before. What makes you different?", "tone": "suspicious", "approval_delta": 0, "references_promise": false}], "new_dynamic_citizens": [], "summary": "Round 5: Contradiction detected, trust eroding. 5 citizens react."}