Agencies are responsible to pay upkeep on any territory they own in a zone.

This upkeep maintains facilities and the mass teleporters used to respond to attacks. Upkeep increases the more territory an Agency controls, such that it’s painless to control a small amount of territory, and increasingly more difficult to control a hoard of territories.

Territory upkeep is calculated as 400*(# of hexes^2). This upkeep is charged each time a zone opens where you have territory.

Failure to pay the upkeep will result in production in all territories stopping, and eventually in losing territory control.

Type /territoryupkeep in chat for a summary of upcoming tax.

An Alliance may only consist of up to six Agencies. Because each Agency has the ability to have a Headquarters, this limit prevents massive fracturing of Agencies to support additional HQ’s.

Having two production facilities (Labs, Factories, or Mines) of the same type adjacent to each other provides a production bonus! A facility receives a 5% production bonus for each adjacent facility of the same type. Note that this is only provided by facilities owned by your AGENCY. Same type facilities of the Alliance do not provide this bonus. This bonus stacks with any bonus provided by a rare resource.

TIP: This makes it very desirable to cluster same type facilities together, and to own connected hexes as an Agency. 

Wishes for EverQuest III – Pt. 2Wishes for EverQuest III – Pt. 2


MMORPG.com writer Phil James takes some time this week to tackle the idea of an EverQuest III and what he’d want to see done with the world of Norrath.

When thinking about my ideal sequel to Everquest, a lot of consideration has gone into my characters. After all, I am going to be spending a lot of time looking at them and clicking their abilities. So here is my (occasionally unrealistic) character wish list for EQIII.

The world of Norrath already has an impressive number of playable races. Usually once you have selected your race, you enter the world and you get the same experience as everyone else. People start in the same areas and do the same quests regardless of their background.

Back in the day when EQII was new, we all started out as poor wretches left homeless by the shattering of the world. We were rescued and taken by boat to the Isle of Refuge where we earned our place in the new society. This idea has fallen by the wayside, the boat part doesn’t even exist now and the starter islands are soon for the chop too. I miss the origin story, and would like it to return as it adds lots of flavour and creates great memories. Dragon Age has several origin stories for you to play through depending on your race/class, and EQIII could borrow from this.



Kingdoms of Amalur: Interactive Storytelling on FacebookKingdoms of Amalur: Interactive Storytelling on Facebook

 Inspired by the old “choose your own adventure books”, the Kingdoms of Amalur Facebook page has started a new community interactive story.

Community fans can log on to Facebook to see the progress of the story so far and can vote in a poll to determine where the story will go next. The setting of the story and the race/gender of the lead character has been determined but “this is just the beginning” according to developers.

In this installment, members of the Big Huge Games Narrative Design team (Lead Narrative Designer Erik J. Caponi, and Narrative Designers Andrew Auseon and Tom Murphy) share stories about their roles, how they shape the world of Amalur, and how visionary author R. A. Salvatore’s involvement has enriched the Reckoning team’s creative direction.


Eye of the North ReviewEye of the North Review

Eye of the North was released four years ago and was the final expansion for Guild Wars. In our latest review, MMORPG.com’s Som Pourfarzaneh checks out Eye of the North and offers his thoughts on how it holds up after four years. Read on and then offer your thoughts in the comments.

Unlike the standalone Prophecies, Factions, and Nightfall campaigns that comprise Guild Wars Trilogy, Eye of the North (EotN) is a traditional expansion in that it requires a level 20 character from one of the previous campaigns to play. It returns to the original setting in the Prophecies game and is meant to serve as a bridge between Guild Wars and Guild Wars 2, along with the out-of-game novels currently being produced. Rather than adding new professions and PvP modes like the previous expansions, EotN focuses on PvE content, offering 4 new explorable regions, 18 multilevel dungeons, 150 skills, 10 customizable heroes, 40 armor sets, and your own Hall of Monuments. It’s more Guild Wars and introduces some key concepts that will appear prominently in the sequel, so if you like ArenaNet and NCSoft’s style, you might want to check it out.