No dead code: demolish the supervillain fiction, keep the substrate master
Deleted per the new constitutional clause: combat, events, superpowers, agents, henchmen, minions (~2,900 lines of modules), heat/notoriety/ waves/schemes/loot/research from sim and player, 18 fiction tile types, every fiction menu in both frontends, 20 dead assets and their manifest entries, and the now-unused rand dependency. 9,240 -> ~4,600 lines, 130 -> 33 tests (the fiction took its tests with it). Kept (the substrate): fixed-tick Sim, GameMap with power flood-fill and security-aware pathfinding, BuildMode, versioned save/load, the process entity, two thin frontends now rendering the clinical b1 textures. Save format v2 with v1 migration: position and gold->money survive, demolished-fiction tiles map to Floor (player contract: continuity). Knowledge base updated to post-demolition truth; devlog + ledger entry. Defense: DESIGN.md 'No dead code' (adopted this session) defines running code that serves abandoned design as dead; the facility-era systems served the pre-Misaligned fiction and no current clause requires them. The overt phase is rebuilt from Misaligned specs when written, per the same clause. Save migration implements the player contract's continuity guarantee.