That is not a crazy idea, you know. Why can't we have XP bounties for taking high-value bases, territories and continents the same way we get bonus XP for eliminating high-threat enemies? The longer a territory is held, the higher the XP multiplier there is for taking that territory. In the same vein, the longer your faction has held a territory, the larger the XP multiplier is for doing any actions in the hex when it is under attack. This multiplier then also stacks with a multiplier based on the size of enemy presence in the hex. Also grant "jackpot" XP bounties for all players continent wide upon continent capture, and special multipliers for defenders as well. Make all of the above information readily apparent to all players. You'd take a look at the map and icons in the form of percentiles are on every territory. Lower value territories icons are more transparent. This makes it easy for players to tell where the money bases are at a glance. Lower the XP earned for doing anything in lower-value territories. Lower than the current, non-boosted rate. This is to discourage constantly streaming at one particular area, but it does not eliminate the possibility of activity happening there. All multipliers and bonuses would have a cap. People shouldn't be going up a BR every capture. What would happen: Factions that continually fight over one territory will cause it to flip control often, which makes the territory have no XP multiplier, or even a penalty. In the meantime, other bases in the area that have been ignored now start to have a steadily increasing bounty. One base or another becomes too tempting of a target. The zerg swims in for a feeding frenzy. Defender zergs also surge in, as they stand to gain a sizable bonus of their own. They may even learn to anticipate an attack and get there before the attackers. The attackers win and reap a nice XP bonus. They will then likely set their sites upon another, riper target. Or, they may now need to fall back to one of their own high-value territories in order to defend it. Eventually, every territory becomes a target for this activity. Large battles are going to happen at EVERY location on a map. Continents that have been "won" by a faction suddenly become the juiciest targets of them all. The deeper into enemy territory you go, the longer a territory has been preparing its anus. Zergs will also tend to swarm on continent capture/defend bonuses. This helps ensure a maximum turnout for those pitched final battles at the enemy's gate.