just a quick consideration about game design
economy of scale works as a positive feedback loop: if your production goes strong, then you get cheaper prices on components and get stronger overall; if your production stagnate, then you get increased prices and your game will become harder and harder
while I think that a game to be interesting should model the domain area to the fullest because that's the only way to actually have interesting emergent behavior one has to be very careful in adding positive feedback loops because they make the game inherently difficult to balance: one or two botched model, and you ma very well be in a position where you're unable to recover your game.
while not a problem per se (I like my game on full hard "losing is fun" difficulty), it makes very hard to backtrack your errors and to learn from your previous games, making the experience potentially frustrating, because if you go bankrupt in 1979 for an error you made in 1952, then it gets very disconnected and hard to 'get' for casual players.
so, while I'm not arguing in favor or against economy of scale, I think one should think carefully of their effect on gameplay, even before on the development costs themselves