It occurs to me that I failed to share some potentially interesting or helpful information about the production of Terra Prime and Homesteaders with my friends here at BGDF... you may have read about some of the turbulent manufacturing issues at The Blog of Michael Mindes and at BoardGameGeek.com.
Those links describe things in more detail, but the part I'd like to highlight here is this:
I've read before that when getting a production run, it's imperative to request a manufacturing sample to ensure that you're getting what you think you're getting. We did that, and I agree - without it I think our problems would have been a lot worse.
That said however, and here's where I turn this into a question, what do you do when you get the sample, indicate what's wrong with it, and then the production run continues to have the same problems? I don't know the answer to that, but I have learned that you should be VERY specific about what you want in the first place, and also VERY specific when indicating what needs to be changed. I do not know what to do when you ARE specific about your concerns, the manufacturer tells you specifically that those concerns will be remedied, and then they are not.
One thing I learned which is probably a really good idea - I don't know if it's standard or not - is to put tolerances and consequences in the contract. State up front that an error rate of more than 5% is unacceptable, and if printing and collation errors exceed that number, enumerate the compensation you'll expect from the manufacturer. Maybe that number isn't exactly right, and maybe you need to negotiate with the manufacturer before the contract is signed, but at least that way if you get a bad print run, you can point back at the contract and say "look, you agreed to this" rather than "gee, this turned out bad, what will you do to make it right?" (where the answer is likely "nothing").
If anyone else has information to share along these lines - I know several members of the community self publish, and others have been published by various publishers. Maybe if we pool enough information, then down the road we can save some designers from having the same problems or issues that we've had.