Welcome to THE FIRST entry in the Mechanical Wonders series! These articles pluck a single game mechanic from a specific game and talk about why the mechanic is noteworthy. Maybe it does something innovative and awesome that others can learn from. Maybe it does something cool but so subtle you never realized it. Maybe it does something so wonderfully awful that is an example of what not to do! So read on and let us know what you think in the comments.
The Competitive, Galactic Talent Search
I like it when 4X games find new avenues for empires to interact that go beyond the typical “bash ‘em over the head” warmongering or “trade me your space dust for my space sheep” exchanges. Starbase Orion (and go read our review) has a mechanical wonder that I’ve never seen implemented in any other 4X game, which of course gets right at this idea of finding other avenues for interaction.

In Starbase Orion, when a new leader pops out of the primordial ether and comes looking for work (as they mysteriously seem to do in most 4X games), a curious thing happens. Instead of the leader declaring their hiring price as a take-it, or leave-it proposition, the leader shows up as a possibility for ALL empires at the same time. All the empires then enter a bidding process to who will win over the leader. To the highest bidder go the spoils!
The mechanics of the bid are pretty straightforward. The leader will show up and offer services at a modest (starting bid) price. Everyone can toss in their bid at that price or a higher bid amount. Then you click end turn. On the next turn, the system will tell you what the highest bid was, and everyone else then gets a chance to bid an even higher amount (if they want). This repeats turn after turn until a high bid goes uncontested, at which point the leader joins the high bidder’s empire.
Also of note is that the maintenance cost for a leader is tied to the winning bid amount (I think 10%), so it’s possible for leaders to get pretty expensive to keep if the bid gets driven way up. The good news is that leaders don’t actually stick around for long (30 turns if I recall correctly), before the reenter the leader pool in hopes of being picked up by another empire for higher price!

Now, what makes this system so interesting is that leaders are exceptionally powerful in Starbase Orion. While they don’t level up or anything, each leader has a range of passive and strategic abilities that can dramatically shape the course of your empire’s growth and development. Certain combat leaders can form the backbone of your military options. One such leader lets you change movement orders mid flight, which is huge for warmongering. Some colony leaders can boost production or research to insane levels or provide other passive perks (like all your ships getting free research labs!)
The bidding system enables the leaders to be so powerful and transformational because, potentially, each leader obtainable for any empire. It cuts out the luck of the draw and makes it more strategic (and interactive!). The bidding system acts as an organic, player-driven balancing system. If a powerful leader comes along, empires will get into a bidding war, which drives the price up, and somewhat tempers their power.

The other cool aspect of this is the strategic double-think created through this bidding system. Sometimes a leader will show up that I know one of my opponents would really want but that I don’t need. Do I let them have it for cheap, or do I bid a little bit anyway in hopes of driving up the price but not actually getting the leader? It’s a risky strategy because you could get stuck paying for a leader you don’t want!
All in all, this is a fantastic system and the kind of idea that I wish more 4X games would explore. There is tremendous fertile ground for creating interesting non-military interactions between empires that simply don’t get enough attention.
So until the next Mechanical Wonder comes along, please let us know what you think in the comments!