DayZ Server Requirements
CPU, RAM, slots, and disk for a DayZ dedicated server, and why the map and the mods change the number.
DayZ server requirements are not a single RAM number you can paste into a checkout form. A quiet vanilla Chernarus with forty people is a different process from a modded city map with bases, traders, and a hundred slots. The public branch dedicated server is still Steam app 223350 either way. What changes is how hard that process works once the mission and the mods are loaded.
CPU matters more than people expect, and it is picky about clocks rather than about a huge core count. The server process is not a job you scale by throwing sixteen slow cores at it. One strong core, a clean power plan, and nobody else mining on the box will beat a crowded VPS that "has 8 vCPU" on the invoice. Watch the server at night, not at noon. Night acceleration and a full coast show up together. If the simulation stalls, players feel it as desync, and they will say the host is bad even when the host is you.
RAM scales with mods and with how many entities the mission keeps. Vanilla can be modest. A Workshop map plus a weapon pack plus a base-building mod is not modest. Leave headroom. An out-of-memory restart at prime time is how communities die. Disk should be fast enough that a wipe and a mod update are boring. Huge spinning disks full of old crash dumps are how you "run out of space" with 40 GB of DayZ. Put the install on something you can snapshot, then learn what a snapshot is not: it is not a substitute for knowing which folder is the persistence hive.
Network is the requirement players actually pay for. Bandwidth on a DayZ server is not the same shape as a website. You need stable UDP, the game ports open, and a route that matches the country you claim in the hostname. A German community on a US east box is not "close enough." Read the hosting notes before you pick a city because the price was lower. Slots should match the peak you have already seen, not the peak you put in the Discord title. The live roster shows what full actually looks like.
CFTools Architect does not change physics. It installs and updates the dedicated server, including DayZ Workshop mods, so you are not hand-copying @ folders at midnight. CFTools Cloud does not add RAM either. It is the management and BattlEye RCon side: restarts, bans, logs, the things you do after the box is big enough. If the process is starving, buy a better machine or cut mods. Do not buy a panel and hope. Pricing for both products is on cftools.com/pricing.
Experimental has the same shape of requirement and a worse surprise rate. It is app 1042420, and it should not share a disk budget with your only public-branch community "to save a server." Read experimental hosting if that is the branch you meant. Linux needs extra packages and, as of the 1.28 era, has been the less stable dedicated-server build. Architect will not install those libraries for you. The Linux guide is the honest version.
If you are sizing the first box, start at a player cap you can fill on Chernarus or whichever map you actually boot. Raise slots after two weekends of a chart that stays up, not after one good screenshot. DayZ Manager's player charts come from the same CFTools metrics the index uses. Trust the week, not the trailer.
Size the peak, not the slogan
Take the player chart of a server you admire on the roster and notice the peak, not the cap. A 120 slot server that holds 30 is a 30 player server with a dishonest number. Your hardware has to survive your peak with the mods you listed, plus a restart that loads them all at once. The load spike at boot is often worse than the steady hour. If the box dies at boot, raising RAM is the conversation, not a startup flag you found in a comment.
CPU is per world, not per invoice core count. A host that shares your core with a noisy neighbor will hitch when you are full. You will blame DayZ. Test at the hour your country is busy, with a few real clients, before you invite the Discord. Cars, cities, and a modded loot economy cost more than a vanilla coast at the same headcount. Sakhal's weather and a heavy mod stack cost more than an empty test. Do not buy the plan that quoted "60 slots" as if slots were a unit of simulation.
Disk needs room for the game, the mods, the logs, and a copy of persistence. A disk at 95 percent will corrupt the thing you wanted to keep, and it will do it during a restart you scheduled to be safe. Leave headroom. Put the backup somewhere else. CFTools Architect does not excuse you from knowing whether a restore is possible. Ask, or test.
The network requirement is UDP that stays open, including the RCon port if CFTools Cloud will manage you. A provider that filters UDP to "save you" will also save you from your players. The open list cannot see a server it cannot query. Requirements are a gate, not a shopping mood. If the box fails the gate, do not tune the mission to compensate. Move the process. Players on a Chernarus server feel the miss as desync, and they will not file a ticket with your host. They will pick another row.
Questions
How much RAM does a DayZ server need?
Enough for the mission and the mods, with headroom. Vanilla is lighter than a trader stack on a community map. Size for the peak, then watch the process instead of trusting a host's starter plan.
Does CFTools Architect replace a strong CPU?
No. Architect installs and updates the dedicated server. The simulation still needs a fast core and a route near your players.
Should experimental and stable share one machine?
Not if the stable community is the one you cannot lose. They are different Steam apps and different risk.