After resource renewal and Global Escalation made the reduced campaign progress into Contest, the obvious next step appeared to be victory and defeat. A feasibility review showed that this would have required shortcut rules. The campaign had no real strategic inputs for its intended routes, no Recovery Potential, no Stability Window, and no natural path into a Final Crisis.
The project deferred the ending work and implemented measurement first. Four typed pillars, a rounded Supremacy Index, and ten route definitions established floor and structural requirements. Missing later systems were represented as unavailable, so a route could remain incomplete without being misclassified as either achieved or simply low-scoring.
This was a design decision expressed in code: the reduced campaign would not claim a victory that its simulation could not support. It also created a clearer contract for the next work. Real actions would need to create authoritative source records, and those records would need to move the derived pillars before terminal play became credible.
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