Tell me, just what real-life phenomenon does the game rule about discounts represent?
Hans,
Wow... that's an interesting question. The answers seem so obvious to me and I've dealt with those answers so often throughout my career that I've never given any thought to explaining them to anyone else.
What do the class discounts in
HG2 and
TCS model? On one hand, they model the macro-economic effects of both mass production and "known" production. On the other hand they model the macro-economic effects of proven designs and operational techniques. I'll deal with the former first.
The benefits of mass production are well known, the per unit price of an item drops in direct relation to the number of those items you make. Most of that has to do with economies of scale in both materials and labor, you can buy a 1000 tons of steel for a cheaper per ton price than 1 ton of steel. There's another available route towards major savings too, if you chose to do it.
By continuously producing specific items(1) you can focus on just what is required to produce those items thus streamlining your production process and saving money. This is called many things today, like "continuous improvement", but it's really an idea that's been around since the birth of the Industrial revolution or even earlier.
There's a another savings effect associated mass production called "known" production. "Known" production is why jobs that were once thought highly specialized or technical can now be done by illiterate Third World peasants. The "leapfrog" effect is part of it, once someone has one something for the first time it's easier for others to copy their actions. There's another important part of "known" production, however, and it has to do with skills.
You see, once a production stream has been set-up, once all the flaws, bugs, goofs, gaffes, and other potential problems with the stream have been identified and corrected, once you know everything that's worth knowing about the production stream, you can "dumb" down the production stream so that unskilled or relatively unskilled people can easily do it. In other words, the "learning curve" has been either flattened or eliminated altogether.
The savings from mass and "known" production don't require an item or its production stream to fully "mature" or "refined" either. If you take the time to learn from the very start, the very first item you build will teach you things that will allow you to make the very next item faster and cheaper.
So, when a yard in the Imperium wants to build a standard
Beowulf, there are
centuries of experience in building
Beowulfs available to them. They'll know precisely what an only what they need to do to build that
Beowulf, they'll know exactly what and only what they need to do to build all the parts that make up that
Beowulf, and they'll know exactly what may go wrong in all of those processes.
Because fewer mistakes will (or should be) made and because less time will (or should be) be used as the
Beowulf is constructed, that
Beowulf will cost less. Build a one-off vessel or, given the size of the Imperium, even a hundred-off vessel and those time/mistake savings will be either far less or entirely absent.
The savings associated with proven designs and operational techniques occur after an item is manufactured and while it is being used. Just as shipyards can access centuries of manufacturing experience when they build a
Beowulf,
Beowulf owners can access centuries of operational experience aboard a vessel whose inherent design flaws have been detected and corrected over centuries.
If you own a standardized design like that, you already know how to train your crew, you already know what repairs will be required when, you already know what spares should be carried aboard, and you already know what breakdowns are more likely to occur and when they more likely to happen. With such experience, you can plan and thus control your operational expenses.
Also, just as "known" production helps low skilled or unskilled people correctly build advanced technical items, known operational techniques allow low skilled people to operate standardized designs as if they were the best test pilots or engineers.
Over the service life of a standardized design, the savings associated with with proven designs and operational techniques will be substantial. An owner needn't train more than they have to, buy more spares than they have to, and can hire relatively lower skilled people to operate their standard design at a seemingly higher level of competence.
I'd like to thank you for asking that question, Hans. I've never had to explain those benefits before and the process of explaining them helped me understand the benefits at a deeper level.
Regards,
Bill
1 - An item needn't be something small or simple. The price you'll pay for something as complicated as a Boeing 777 jetliner will depend both on how many 777s Boeing will be making and how many 777s Boeing has already made.