Aug 20th 2015, 9:51:40
Its just a percentage. So it compounds.
But you only need to analyze it on a per turn basis. Assuming someone has no decay bonus, the decay is 0.1% above 2G. For a big country, say specializing in cashing, you can make net $10B per turn easily.
So you need around $10 trillion dollars reserve to lose $10B per turn due to decay.
Granted, at that point with $10T, turns don't lead to any gain in stored cash. And prior to reaching $10T, you have diminishing returns due to decay. Effectively making very little $ per turn. So the analysis is a bit more involved than this because decay bonus affects accumulated cash over the long term on one hand, yet on the other someone spending bonus on turns instead get to have more turns to cash more.
The decay bonus will clearly benefit a really really long game where you can amass a huge amount of reserves. But games are not even that long, even for Primary or FFA.
It seems someone will have to run a proper simulation here to figure out which scenario is better for the server in question, either all bonus on turns or all bonus on building decay bonus. Other factors also diminish earnings over time, such as increase in military stock overtime if you have industrial complexes.
So definitely a proper simulation is in order due to multiple variables running simultaneously and the different server conditions. Ultimately there are different cost curves and at different points in time, will have different leaders for each strategy depending on the length of the game.
But anecdotally it seems decay bonus is totally not worth it as it stands. It almost seems like its better to use bonus for turns than to reduce decay as it stands. Your diminished earnings are likely insignificant and outweighed by simply having more turns to cash. Right now, it seems the decay is too ineffective and the cost to buy it is way too much. The pay off isn't there at all.
The above example is for cash. So storing food might be better because food is more condensed due to the price multiplier larger than 1 for cash, and its also still just 2G food before decay kicks in. So another thing they should change is make decay threshold for food lower and make decay threshold higher for cash.
But food loses in terms of the buy/sell spread when it comes time to spend on military at the end of the set to increase net worth. As a casher, your cash generated per turn, in food price terms, might be higher than simply being a farmer to produce the food too given the same amount of acres used. I don't know about that. So maybe that evens it out between casher vs farmer strategy. But a casher that buys food and then later sells it end of set to buy military will have the loss in the spread.
TL & DR: Someone run a simulation of a casher for different servers and compare whether spending all bonus on turns or all bonus on reducing decay is better, and then get back to us. I suspect there is a definable transition point when one strategy is better than the other, after a certain number of turns are used. What is this magic number? Are any of the servers even long enough for all bonus on reducing decay to be a leading strategy?
Edited By: cronie on Aug 20th 2015, 10:18:59