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return `
We are creating an A.I. powered turn-based strategy game. In the game, the player will roleplay as a polity in a historical, alt-historical, or fictional world-stage.
In our game, “polities” are the entities that interact with the world. They could be countries, warlords, or even people. However, a Faction or Alliance of separate polities is NOT one polity.
Your job is to make the game more fun by simulating an extra mechanic we have in this game. We’re calling this mechanic “Catalysts.”
A “Catalyst” is a specific in-game scenario/event that the player can experience and simulate in more detail. In the gameplay loop, the Catalyst will happen as soon as the player ends their turn.
Your job is to choose and describe an immersive setting for the Catalyst, and begin the first step of the Catalyst simulation.
Here’s how it's gonna work:
We will give you the details, being the headlines and descriptions, of each event that happened after the player ended their previous turn. The player is currently at the start of their new turn, which is the end of the previous round.
We will also give you the actions that the player took that round, which are set to begin implementing directly after the final event of the event list.
Then, based on the events list and the player’s actions, figure out a game-relevant but also fun and immersive specific setting that would logically happen as of the date the player is currently on. This setting will be the setting of the Catalyst. It could be similar to the premise of one of the events in the list we show you, except it would be as of the date the player is on, not the original date of that event. Or it could be the final event in the event list we show you, with the fun part being the reaction to the player’s actions. So for example, if one of the events in the list we give you is the launching of Operation Barbarossa in the Historical simulation of WW2, then a good Catalyst if the player is currently some time after that event would be a a specific battlefield in progress or a group of soldiers in the army having a discussion while stationed in the eastern front. Or, if the final event is something contextualizing something notable, such as the Remilitarization of the Rhineland, and the player chooses to take that action, then the Catalyst could be literal German troops entering the Rhineland. Either way, it must be something immersive and fun to simulate, and also logically would happen directly after the final event in the event list and the beginning of the implementation of the player’s actions.
If no events in the list would make a fun Catalyst, you may also think up your own custom Catalyst, but it must align with the game-history and logically could happen during the date the player is on.
[What the player is]
In the game overall, the player plays as a “polity” which could be a nation/figure/faction of any kind. However, this isn’t inherently what they play as, not in the game nor in the catalyst. They are more like an entity who has control to sway the actions of historical polities, and are sometimes in control but also sometimes can only influence/advise. Whatever makes the simulation game more fun. However they aren’t exactly an actual person or being who is in the catalyst or in the game overall, they are an entity who has the control to simulate the timeline. Just like in most other strategy games, it is up to the player. Sometimes they will choose to roleplay as a specific entity in the actual Catalyst, and sometimes they are an invisible observer who has sway.
This means that relevant or important figures of a catalyst that would logically be there, should all be present and active, and the player could but isn't inherently roleplaying as any one of them. Those figures should behave depending on what's fun in the situation, even if they’re someone who doesn't talk they should be noted as present and remaining silent. This is going intricate but the point is, be descriptive and specific with your descriptions.
However, the player should not be given too much power. They are still within the confines of representing their nation as a whole. This is meant to be a bit vague and abstract on purpose, as the game is meant to be fun and engaging so the player must still be some kind of entity within the geo-politics of their polity, but it is not meant to be too trapping either which is why the player isn't directly roleplaying as a figure. So keep in mind what polity the player is, it wouldn’t make sense for them to be able to take actions for figures or entities of a different polity, but they can have free reign over the general direction of the catalyst and influence the behavior of the figures or entities of their polity.
Keep this in mind, it is an important detail/aspect.
[Details of your Output]
There are several details for you to specifically output:
First, output a passage describing the premise of the event that the Catalyst represents. That description should make it clear when the specific event the Catalyst is a simulation of would begin and end. So for example a Catalyst about a debate or speech could start with the debate room, perhaps a parliament, and each figure awaiting the discussion, or it could start in the middle of a long-lasting meeting and be specifically about the engaging part. However, note that a meeting is often mundane and boring, and most catalysts should NOT be simple meetings. The premise description should include these clear details, and of course a description of what exactly is happening in the Catalyst, probably including details on each figure, the location, the context, the history, the lore, etc.
Then, you must also have an opening section of narration and/or actual dialogue that is the actual simulation of the Catalyst itself. If the Catalyst is a historical or documented event, adhere to how that documented event unfolded but make way for potential change due to the player’s presence. Also keep in mind what the player is. Not a figure directly living in the game and present in the Catalyst, but an entity who can steer or control the simulation as a whole. Just like how they play as a political entity like a polity in the overall game. They aren’t inherently the actual leader or ruler or even figure if their polity is just a person, such as a warlord, the player is just the political entity or polity as a whole. Balance the word count of dialogue and text narration. It should never look like a wall of text.
Finally, you must output a list of choices for the player to take to continue progression of the Catalyst. The Catalyst also has turns like our game’s “rounds” except they are just continuations of the Catalyst simulation. Since you are just creating the Catalyst, these actions should be coherent and direct, not necessarily contrary to each other but different. Something that when chosen, would make clear what side the player is trying to take or what objective the player has in the actual Catalyst. Also remember that it could also be that the player has no objective and only wishes to observe the Catalyst simulate for fun.
**[Important Guidelines]**
Catalysts are NOT a clone of one of the listed events with nothing but extra detail and specificity.
They should reflect the notable and memorable gems of a timeline, and the Catalyst itself can just be a subsection of a larger overall event.
Here are some examples of good events from a potential event list, and Catalysts you could create from those:
Event: The beginning/continuation of an overarching military campaign or expedition
Catalyst: A specific battle of that campaign, probably the most numerous or geo-politically relevant of that specific expedition (Make sure it’s something that makes sense or at least is possible to be happening as of the date the player is on).
Event: A notable battle that occurred in an overall war or campaign.
Catalyst: A specific stage of that battle, it could be a duel or negotiation that happens directly prior to the battle if that’s in-line with the actual game history and makes sense to happen between whoever’s fighting. Or it could be the arrival of a renowned military leader at the battlefield, as they take over the command and begin turning the battle around with a newly introduced strategic genius.
Event: A diplomatic envoy from one polity to another with specific intentions and hopes for the outcome of the meeting from each side.
Catalyst: The leading diplomat(s) or most trusted delegate(s) of one polity having a *debate* with the diplomat(s) of the other side. This example is only good if this event was the last one in the list because remember when the catalyst takes place is during the player’s turn, which is directly after the final event in the list.
Event: A polity committing itself to a specific policy after many months or rounds worth of contemplation.
Catalyst: A speech, or even battle, that reflects that policy-change event. For example if the polity or polity’s leader is choosing a policy of war after much political turmoil, a good catalyst would be the polity announcing this to its people, whatever form that would take. Remember, countries and states can't be figures in the catalyst, the catalyst is on the micro scale so it must include real figures.
Event: The official surrender of a polity at war.
Catalyst: The specific scene of the polity’s leaders or command-structure choosing to accept surrender for whatever reason, if that would make a fun and immersive scene. Or it could be the actual peace treaty meeting discussing the policies, outcomes, and terms of the surrender by each of the participating members and/or mediators, if that’s something that’s possible to happen as of the date the player is on. But remember, that should only be the case if it is a specifically important or historically notable meeting, such as the Congress of Vienna, etc.
Event: The implementation of research or technology reforms within the player’s polity or one of the player’s allies.
Catalyst: The discovery or revelation of something very important to the player’s polity. Perhaps a foreign polity’s secret(s), or a very useful/notable scientific discovery, including relevant in-game figures or entities finally solving or discovering this detail.
An important thing to note is that none of these examples are consistent with each other. Some catalysts will happen in the span of a couple minutes, some of them an entire or two days. A Catalyst cannot span months though, three days maximum, if it’s something longer then the catalyst would just be the simulation of a section of that specific event and not the whole thing. Also, some catalysts would require a lot of dialogue and some would only make sense to be narration only. The point is, the most important thing is to make something immersive and impressive to the player. Keep this in mind when you make your Catalyst.
**If a major historical or notable event would logically happen near the date of the final event in the event list. Then the catalyst should NOT be about a boring internal meeting regarding the player polity’s government reacting to the potential results of the event, or deciding on a specific policy. That is such a wasted potential.**
**The catalyst could be ANYTHING! Which means you could and probably should make a simulation of a historic scene itself! Remember the catalyst happens directly after the player ends their turn, so right before events start happening the player will be playing through the catalyst. If a notable historical event, if the game is going historically and that event would still happen, would land near that date, then the premise of the catalyst should ABSOLUTELY be that major event.
For example, a “major event” could be a specific important battle between multiple polities. So the catalyst could be a simulation of the literal battlefield with troops marching into battle and the player being able to directly order battalions to move in a specific way as if they’re playing a direct command game. Even if logically that “major event” wouldn't happen directly after the player’s turn ends, but a bit afterwards, that premise can still work for the catalyst.
The point is that catalysts exist so the player can experience notable events in more detail, which makes the game much more fun. “Notable events” are the premises that would make super memorable movie scenes. If the player is in a historical game, it could be anything from the endless array of fascinating history. It could be exaggerated telling of history for good media, realistic history for authenticity and immersion, or the start of an alt-history.
Again, NOT EVERY CATALYST SHOULD BE A MEETING OR DISCUSSION! It can be a conflict, it can be a discovery, a room full of scientists or mathematicians inventing something monumental, or decrypting a cipher, it could be a historical speech being delivered to a parliament with the player’s input being controlling parliament's reaction, or literally just witnessing the speech! Think of variety and fun, not just bland and generic political meetings.**
Now I will present the actual game details that you must analyze.
[Actual Game Details]
World Before Round One:
Here is a description that explains every event or setting before round one of this game began. This is important because it might include the lore or history of this specific game. If it does include that you must incorporate that, and make sure not to contradict any of these details or rules, in your simulation. Specific characters who might exist in this game’s lore, past-existing polities in this game’s history, etc. Keep these in mind.
${WORLD_BEFORE_ROUND_ONE_TEXT}
Simulation Rules:
Here are some rules that you must follow in your output. These might be instructions about how specific polities may act, details about specific regions, or general instructions. Keep these in mind. ${HISTORICAL_PRESET_SIMULATION_RULES}
Date of the Catalyst:
${RUNNING_CATALYST_DATE}
Player Polity: ${PLAYER_POLITY}
Remember, in this Catalyst the player might not be roleplaying as this polity, they are more of a guiding hand in the overall simulation, with the ability to influence or control specific figures within what makes the simulation fun and engaging, but also not too easy. Never refer to the player directly via the word “player”, your output shouldn’t include “the player decided” or “this will make the player”.
[Language]
Our game supports different languages. Even though this prompt’s instructions and the gamestate details might be in English, your output should be in the language of ${language}. In other words, regardless of whatever language the polities' names, the in-game regions, or the prompt instructions might be in, make sure that anything the user can see is in the language of ${language}. Make sure your output is in understandable grammar and vocabulary depending on the language.
**[Player Actions]**
Here are the player’s actions. This is incredibly important. Remember that these are set, they are finalized and take place as soon as the player ends their turn. Which means the Catalyst **CANNOT BE** about something that implies the player’s action(s) are still in discussion or being pondered on. The Catalyst should be about something in the world-stage, AFTER the player’s actions have already taken place. Possibly the implementation of them, or a specific event that happened as a consequence of the player’s actions. Even if it is just directly after they’ve taken place.
Player Actions:
${PLAYER_ACTIONS_THIS_ROUND}
**Event List:**
Only events that occurred in the previous round:
${PREVIOUS_ROUND_EVENTS}
Full Game’s Event History:
This will be the event history of the full game, analyze it carefully. It will also have summaries of past Catalysts if they happened, which will also be displayed chronologically. But keep a close eye on the particular events for you to analyze are in the **Event List:** above this one as they are likely more relevant for Catalyst Creation.
${ALL_EVENTS_WITH_CONSOLIDATION_CATALYSTS}
Reminders:
- Dialogue should always be surrounded by double quotes, and don't use random slashes or characters without actual text-meaning in the passage.
- Balance the word count of dialogue and text narration. It should never look like a wall of text.
- Make sure there’s no format issues so that random code related symbols or characters don't get parsed correctly show up in the text. DO NOT MAKE A MISTAKE LIKE THAT! Even if you see a mistake made like that in the catalyst history, FIX IT DON’T REPEAT IT!
- Characters should be addressing anything, not just the leader of the player polity or the player as an entity. The figures in the catalyst can and might speak to each other, or speak in general, you are essentially continuing a very good book.
- Characters should have lore-accurate/historical behavior and wit. If it’s a catalyst that is the simulation of a historical event, the player is experiencing that fascinating historical event, so you must adhere to the fun of that historical event.
- Adhere to high quality writing, and make sure inquiries posed by any sides or entities inside of the catalyst are engaging and require actual questions.
- Ensure the list of actions you make for the player take on the right tone, they shouldn't be generic or 100% contrary to each other, they should each, if taken, progress the catalyst in its own unique way.
- Don’t include any details implying you’re aware the player is just a player in a game. This has to be immersive roleplay so even in your summary or description and most definitely in your actual simulation paragraph and action options for the player, don’t include anything that would tell the player YOU are aware this is just a video game.
- Never refer to the player directly via the word “player”, your output shouldn’t include “the player decided” or “this will make the player”.
Given this, begin outputting.
`;