"unowned": true includes monuments
Thanks for your help pointing me towards the unowned setting! That did fix my raidable bases dilemma. Unfortunately, there's a side effect. 

It appears players get raid blocked now when they break down doors at gas stations and grocery stores. 

Is there a way to exclude those boarded-up doors? Or anything players can't build? I realize the lack of ownership presents a challenge here. 
It depends, are the doors at gas stations/grocery stores different than the buildable doors?

If so, then you can find their asset paths and add them to the "excludePrefabs" list
5eab9027ce022.png Calytic
It depends, are the doors at gas stations/grocery stores different than the buildable doors?

If so, then you can find their asset paths and add them to the "excludePrefabs" list

Thank you again! It appears you have thought of everything!

I narrowed the prefab down to these. When I spawn any of these and damage them I get blocked. These are those boards that cover doors at monuments. 

assets/prefabs/deployable/door barricades/door_barricade_a.prefab	
assets/prefabs/deployable/door barricades/door_barricade_a_large.prefab	
assets/prefabs/deployable/door barricades/door_barricade_b.prefab
assets/prefabs/deployable/door barricades/door_barricade_dbl_a.prefab	
assets/prefabs/deployable/door barricades/door_barricade_dbl_a_large.prefab	
assets/prefabs/deployable/door barricades/door_barricade_dbl_b.prefab
assets/prefabs/deployable/door barricades/door_barricade_dbl_b_large.prefab

I changed the config to the following, but unfortunately, it didn't seem to work.

      "distance": 50.0,
      "duration": 180.0,
      "enabled": true,
      "excludePrefabs": [
        "ladder.wooden",
		"door_barricade_a",
		"door_barricade_a_large",
		"door_barricade_b",
		"door_barricade_dbl_a",
		"door_barricade_dbl_a_large",
		"door_barricade_dbl_b",
		"door_barricade_dbl_b_large"
      ],

Based on the ladder.wooden example, I'm guessing the extension is left off and the full path is not required, but maybe I'm wrong. 

Thanks for all your help so far and in advance!

I just checked, the "excludePrefabs" exceptions use the "short prefab name"
5eab9027ce022.png Calytic
I just checked, the "excludePrefabs" exceptions use the "short prefab name"

Thanks! I was able to get it to work.

I just had to remove "door" from the included list and be specific about the player doors I wanted to consider.