Manual index

The Claim Map6 min read

Claiming land

A claim is a single cell of the world - yours to build one airport on. Your first is free, land is deliberately scarce after that, and letting a claim go is always possible (with rules worth knowing before you do).

How claims work

  • One claim covers exactly one cell, and one cell hosts exactly one airport.
  • Price is the governor, not a hard cap: every claim after the free first one costs more than the last, so most builders hold a few and make them count.
ClaimPrice
1stFree
2nd25,000
3rd50,000

Each paid claim costs 25,000 × its paid-claim index.

Making a claim

On the Claim Map, select an empty cell and press Claim this land. Some cells are rejected - protected areas can't be claimed, and neither can a cell someone already holds.

The Claim Map zoomed to the claim grid, with a claimed cell tinted
Zoomed in: the claim grid appears, claimed cells are tinted - pick an empty one.

Where the airport can sit

Inside your claim, the airport lives within a circular buildable area that you position freely - anywhere in the cell, including right up against the edge. If you later grow the area to a higher level, the circle is pushed toward the middle of the claim automatically, so an upgrade always fits inside your land. Details in Buildable area & levels.

Releasing a claim

Releasing hands the cell back to the world - it becomes claimable by anyone. A confirmation modal previews exactly what you'll get back before anything happens:

  • 40%of that airport's material spend is refunded (see Spending & prices).
  • The land price itself is never refunded - land is meant to feel scarce.
  • Placed objects aren't lost: they return to your account pool for reuse elsewhere.

Choosing well

The best advice is the least technical: claim somewhere personally meaningful. A hometown, a lake you know, the coast you learned to fly over - you'll spend hours here, and it shows in the airports people love.

Terrain matters too. A runway spanning a big elevation change can trigger the two-airport split (explained in Saving & the cart), so flat-ish ground keeps things simple for a first field.