SERVER RULES
Two zones, one world. Harsh survival. Real consequences.
Official document
The Settlers: Server Rules
These rules apply to everyone who plays on Settlers, in game and in the Discord that goes with it. They are written to protect the roleplay rather than to script it: most things are allowed as long as your character has a reason for doing them. The admin team reads context before it acts, so expect to be asked what happened and why, and expect to show video evidence when you open a ticket. Depending on what you did, a broken rule costs you gear, a character, or your place here.
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Roleplay
- Roleplay and storytelling are HIGHLY encouraged.
- Stay in character while in-game or using IC channels.
- No metagaming (using OOC info IC) or powergaming (forcing unrealistic outcomes).
- Your behavior must make sense within a survival setting.
- You may only play one character. Don't switch names or pretend to be someone else.
- Wearing an armband from another faction is not allowed.
- Perma death is the only method in which you can play another character.
- Your in-game name must match your Discord name.
Combat & Death on Chernarus: Two Zones
The Wall runs the full width of Chernarus, west to east, and seven gates cross it. Which zone you are standing in decides how a fight is allowed to start. Nothing else on this page changes with it: everything under Roleplay, Base Building, Raiding and Community applies the same on both sides. If you want the geometry rather than the wording, read the Wall.
South of the Wall
Settled Land
No KOS. Initiation required.
- Initiate first: a clear, audible voice call the other side can actually hear and understand. A mic is required to start something.
- Give them about 3 seconds to react. We are all adults, this is the spirit of the rule and not a stopwatch. Do not open fire after one second either.
- Silent aim makes you the aggressor. They may shoot you, and you may not fire back until they do. Pointing a gun in silence never helps your case.
- They comply, you rob them or take them hostage. You do not kill them. A leg shot to stop a runner is fine.
- They resist, run or draw, and it is a full firefight. Both sides free to kill.
- A captive may shoot back at any time. Robbing somebody is always a gamble.
- An initiation covers your teammates who are there, who see it, or who hear it over the in-game radio. Not the one 800m away who knows nothing about it.
- Defending your own base needs no call: raiders may be shot on sight. Raiding, you hold kill rights too.
- Long-range shots only on players you already hold rights on.
- Kill rights fade roughly 30 minutes after contact ends.
- Shot without warning down here is a rule break. Shoot back to survive, then open a ticket and post your clip. Do not let it slide.
- Three exceptions. The North West Airfield, the Vybor Military Camp and the Pavlovo Military Base are marked red on the map above. They sit below the Wall but they run under northern rules. See The red pockets underneath.
North of the Wall
Organic RP
Still roleplay. KOS is allowed.
- KOS is allowed. No initiation, no call, no warning needed. Nobody up here owes you a word before firing, and you owe nobody one.
- Everything else stays. You are still your character, and what you do still has to make sense for a person who wants to survive.
- Valid motives are the same ones as everywhere: survival, revenge, fear, betrayal, territory, greed.
- Still forbidden: spawn camping, camping a base for longer than 30 minutes, random hunting, repeated purposeless raids.
- Still forbidden: metagaming and powergaming. The concrete does not switch those off.
- If you play a monster, stay respectful toward the player behind the character. There is a real human being on the other side of the screen up here too.
- This is not a free-for-all. One rule falls away in the north. The rest of this page walks through the gate with you.
Crossing
KOS does not begin at the concrete. It begins 300 m past the gate. Inside 300 m of any gate, settled-land rules still apply, on both sides of the Wall.
Both people have to be in the KOS zone for a kill to be covered by it.
At the Wall you are never left guessing: the server puts a message on your screen every time you cross, and it names the gate you are near.
The red pockets
Three military areas below the Wall are drawn in red on the map above and count as northern ground. Inside their outlines KOS is allowed, and the same both-sides condition applies: your target has to be in there with you.
- North West Airfield, 2.46 km². It hangs straight off the Wall below gate B1, so the KOS ground reaches a long way south there. Easily the biggest of the three, and the one most people meet first.
- Pavlovo Military Base, 0.20 km², out in the south west. An island in settled land, nowhere near the Wall.
- Vybor Military Camp, 0.04 km². The walled compound itself and nothing around it. Small enough to walk into without noticing, which is exactly the problem.
Combat & Death on Nasdara: One Zone
Nasdara has no Wall and no gates. The whole map runs under the northern rules: Organic RP, KOS allowed, never without a reason. Everything else on this page applies there exactly as it does on Chernarus, apart from the rules about the Wall itself.
All of Nasdara
Organic RP
Still roleplay. KOS is allowed.
- KOS is allowed everywhere on the map. No initiation, no call, no warning needed.
- Never without a reason. Survival, fear, revenge, betrayal, territory or greed will do. Boredom will not.
- Still forbidden: spawn camping, camping a base for longer than 30 minutes, random hunting, repeated purposeless raids.
- Still forbidden: metagaming and powergaming.
- You are still your character, and there is still a real person on the other side of the screen.
Combat & Death on Sakhal: One Zone
Sakhal has no Wall and no gates either, and it goes the other way. The whole island runs under the southern rules: Roleplay, no KOS, initiation required. There are no red pockets: military ground on Sakhal is settled land as well. Everything else on this page applies there exactly as it does on Chernarus, apart from the rules about the Wall itself.
All of Sakhal
Roleplay
No KOS. Initiation required.
- Initiate first: a clear, audible voice call the other side can actually hear and understand. A mic is required to start something.
- Give them about 3 seconds to react. This is the spirit of the rule and not a stopwatch.
- Silent aim makes you the aggressor. They may shoot you, and you may not fire back until they do.
- They comply, you rob them or take them hostage. You do not kill them. A leg shot to stop a runner is fine.
- They resist, run or draw, and it is a full firefight. Both sides free to kill.
- An initiation covers your teammates who are there, who see it, or who hear it over the in-game radio.
- Defending your own base needs no call: raiders may be shot on sight. Raiding, you hold kill rights too.
- Long-range shots only on players you already hold rights on. Kill rights fade roughly 30 minutes after contact ends.
- Shot without warning on Sakhal is a rule break. Shoot back to survive, then open a ticket and post your clip.
Base Building
- You may NOT block main roads, water wells, or hospitals.
- No building inside military bases or key-rooms. Bases must be at least 350m away from large military areas.
- Keep the Wall clear: no building within 100m of the concrete, and no closer than 200m to any of its seven gates. The gates are how this country moves, not somebody's front yard.
- Maximum 10 locks on the path to loot. Additional locks within the base are permitted, such as for individual rooms.
- Bases must fit the environment (realistic, survival-themed).
- Vehicle limits: 2 per solo player, 3 per group.
- Only 1 base per player/group (unlocked stashes excluded).
Storage Limit
- Maximum 4 storage items per player.
- Groups may have a maximum of 10,000 total storage slots.
- Faction bases may not be closer than 250m from one another.
- A community can exist with a series of small bases, but they will collectively abide by the 10,000 total storage maximum.
Base Raiding (Must be recorded at all times)
- Raiding is part of survival in Chernarus, but it must remain fair and grounded.
- You must leave a note with your full name and group name.
- Raiding is allowed at any time.
- Maximum 10 attacking players per raid.
- Take what you need. Do not wipe storage without purpose.
- No dismantling walls just to farm nails. No griefing.
- Only destroy structures required to access loot.
- Vehicles may be cracked and stolen at any time.
- You may NOT claim or move into another group's base.
- Boosting allowed only without placing or dropping objects (max 1 boosting player + vehicle).
- After raiding a base you are not allowed to raid the same base again for the next 7 days (Successful or not).
Community
- Maximum 20 members per group.
- Maximum 10 group members moving together at once.
Exploits & Cheating
- Permanent Ban in all cases.
- No glitching, exploiting, unfair mod usage, duping, or hacking.
- Report suspicious activity via ticket.
- No filters or crosshairs allowed.
Admin & Support
- If something feels wrong, it probably is.
- Do not search for rule loopholes.
- You must be able to provide video evidence for tickets.
- Do not DM or tag admins unless requested.
- Admin decisions are final.
- If at anytime the admin team feels that a player or faction is behaving in a way that is undesirable for the community or server, but the behavior is not explicitly defined in this rule set, we will take actions as we see fit.
Language
- The main language (Discord & in-game) is English.
- Short native-language phrases are fine for atmosphere, as long as RP continues in English and everyone understands the situation.
- Have fun.
Read it all? Then the only thing left is the drive to the coast. Spawn in the south, decide at the gates.
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