RP and Organic RP
South of the Wall you talk before you shoot: no KOS, roleplay first. North of it, Organic RP: no initiation, and KOS from 300 m past the gates.
ChernarusPlus 2.0
A wall splits Chernarus in two. South of it, nobody shoots without talking first. North of it, they do not have to. Six gates in between, and you decide at every one of them.
The line across Chernarus
Most servers pick a side: roleplay or PvP. Settlers draws a line instead. A wall runs the full width of Chernarus, west to east, and the combat rules change the moment you cross it. Nothing forces you through a gate. Nothing stops you either.
South of the Wall
No KOS. Talk before you shoot.
North of the Wall
Still roleplay. KOS is allowed.
KOS starts 300 m past a gate, not at the concrete, and both people have to be past it for a shot to count. Nobody gets picked off stepping out of a gate, and nobody gets shot across the line in either direction.
You are never left guessing which side you are on. The server puts a message on your screen every time you cross.
What's waiting
South of the Wall you talk before you shoot: no KOS, roleplay first. North of it, Organic RP: no initiation, and KOS from 300 m past the gates.
The classic 15 km × 15 km country, rebuilt for Settlers: night lights, hidden custom areas, and 5,690+ hand-placed objects. See the map.
Five custom areas from the Island Chain to Site 05, side quests that reward the curious, and two worlds with their own story. See the areas.
Grow cannabis from seed to brick, bake bread in four village bakeries, cook stimulants in a hidden lab. Slow money, real risk. See the wiki.
From bicycles to a Defender or a '67 Impala. Cars run on real keys and real locks, and you can fight from the seat. Lose the key, lose the car.
Expanded kits with a Vanilla+ mindset: grounded, readable, and not an arcade loot fiesta.
Mods support the survival loop. They don't replace it. Familiar DayZ, just sharper.
Rare keys, old cash registers and heavy chests. Two key chains that never touch, and gear you won't stumble onto in a barn. How it works.
The map
All 15 × 15 km of South Zagoria as Settlers runs it. The Wall is drawn where it actually stands and its six gates are marked along it, and that red line is the border between the two zones. Everything else worth finding sits off the paper. Drag it around, hold Ctrl and scroll to zoom.
Only the line and the gates are printed on the map. The two zones are not drawn on it: everything above the line is KOS ground once you are 300 m past a gate, everything below it is settled land.
All-time
The setting
South Zagoria, rewired for Settlers. Street lamps that burn at night, places your map doesn't show, and a new thing out there that does. We spoil nothing.
Two maps, two separate lores. The Country With Its Lights On for ChernarusPlus 2.0, The Silence of Deer Isle for the island. Neither one is a sequel.