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Guide

🚩 Flags and Territories

A flag does two big jobs on XDC. First, a fully-built, raised flag refreshes the life timer of everything within a 60-metre radius, keeping your base and storage from despawning. Second, it lets you claim a territory — a protected zone where outsiders can't build, dismantle or raid you unopposed.

The refresh only fires once every 5 days, so an item near the flag must already have a lifespan longer than 5 days to benefit — storage and base structures do, loose backpacks don't. The flag also slowly descends its pole over time and has to be raised again to keep working (see the Persistence guide for the full timers).

Building a flagpole

A flagpole is built in stages, each needing materials and a tool. Work from the kit up:

Step 1
Flag Pole Kit
3 Wooden Sticks
1 Rope
Craft the kit, then place it where you want the flag to stand.
Step 2
Pole Base Layout
1 Wooden Log
Sledgehammer
Add a wooden log and pack the base down with a sledgehammer.
Step 3
Pole Base
32 Stones
6 Wooden Logs
Pickaxe / Shovel
Build the base up with stones and logs, using a pickaxe or shovel.
Step 4
Pole Support
60 Nails
3 Wooden Logs
Hatchet / Hammer
Nail the support timbers into place with a hatchet or hammer.
Step 5
Flag Pole
1 Metal Wire
1 Rope
Fix the wire and rope, then attach a flag and raise it to the top.

Claiming a territory

Your flag automatically claims a territory: a 60-metre radius around it in which non-members can't build or dismantle. Claiming happens as you build — there's no separate step:

  • The player who builds the first stage of the flag is automatically set as the territory owner.
  • The owner looks at the flag and selects Manage Territory (available once the flag is fully built and raised).
  • To add someone, press the Open Invite button in that menu. The other player then simply looks at the flag and accepts — the invite window stays open for about 60 seconds.

Member ranks

A territory has three ranks, managed by the owner from the Manage Territory menu:

  • Owner — full control: invite, kick, promote or demote admins, transfer ownership, and clear the whole roster. The owner can't leave directly — they have to transfer ownership first.
  • Admin — promoted by the owner. Can open invites and kick ordinary members, but can't kick the owner or other admins, and can't promote, transfer or clear the roster.
  • Member — can open invites (unless the server has restricted invites to owner/admins) and can build, dismantle and repair freely anywhere inside the territory.

Transferring ownership

The owner can hand the territory to someone else: highlight a member's name in the menu and choose Transfer Owner. Ownership passes immediately, and the new owner drops any previous admin tag, since owner outranks it.

Leaving a territory

Any member except the owner can choose to Leave. It isn't instant — there's a grace period so you're not locked out the moment you click it:

  • You immediately lose any admin rank and the ability to invite, but stay a protected member for the first 6 hours.
  • After 6 hours you're treated as an outsider when you log in (see ejection below), though you're still on the roster.
  • After 12 hours you're removed from the territory completely.
  • Changed your mind? Choose Cancel Leave any time before removal to stay on.

(Those 6- and 12-hour timers are the server defaults and can be tuned by admins.)

Keeping outsiders out

The territory protects your base in two ways:

  • Building & dismantling — inside the 60-metre radius, only members can build or dismantle. Outsiders are blocked from both.
  • Login ejection — if a non-member logs in while inside your active, claimed territory, they're teleported to a safe spot just outside the boundary. This stops people logging out inside your base to reappear behind your walls later. It only triggers on login — anyone can still walk in while online — and members are never affected. Ejection is paused while the flag is fully lowered, and during a raid.

What happens during a raid

A raid begins the moment a base structure inside the territory is destroyed — by gunfire, explosives, or breaching charges. While the raid is active, the rules change for both sides:

  • Defenders can't build new structures or repair while the raid is active, so you can't simply wall the breach back up mid-fight (you can still salvage/dismantle your own parts). The active lockout scales with the raid — roughly 15 minutes per structure destroyed, up to about an hour.
  • Attackers keep raiding normally with charges and guns, and can place ladders and stairs to climb in — those are the only things anyone can build during a raid. While the flag is still standing nobody can build at all, so attackers lower or destroy the flag first.
  • For 6 hours after the last structure is destroyed (the breach window), login ejection is suspended — so attackers can log in and hold ground inside the territory.

Repairing your base

Members can repair battle damage straight from the flag: open Manage Territory and choose Repair. It scans every damaged — but not fully ruined — structure inside the territory and lists what each one costs to fix.

  • Costs are charged in six materials — Nails, Planks, Logs, Metal Sheets, Bricks and Mortar — scaled to how damaged each part is (up to its full build cost at maximum damage).
  • Materials are taken from the flag's own repair-storage slots first, then from your inventory — so you can stock the flag ahead of time and repair straight from it.
  • Repair All fixes everything you can afford in a single pass.
  • Ruined structures can't be repaired — they have to be rebuilt from scratch.
  • Repairing is locked while a raid is active (part of the raid lockout above).

See the Building Costs guide for what each structure costs to build and repair.

Removing a territory

To remove a territory entirely, a member dismantles the whole flag structure. Simply lowering the flag without dismantling it deactivates the territory — protection drops and anyone can build there — until a member raises it again.