Hello and welcome to Crusalis!
We are a minecraft server focused on politics, civilization building and warfare, we pride ourselves on hosting the largest wars in minecraft with a consistent 800+ players every weekend and up to 1200 at our peak! đ
Paint the live map with your nations color, lead your troops into battle, conquer resourceful provinces and win our historical seasons
Main features include:
Main features include:
Largest wars on any minecraft server? 800+ online every weekend
Large map that updates live as you conquer its many territories
Nodes/provinces system which allows for chunk claiming akin to the Europa Universalis game series provinces
War mechanics to conquer your enemies every weekend
Custom instruments of war depending on the historical era, these include; cannons, tanks, planes, battering rams, siege towers and many more
Custom weapons, armour and combat systems to fit the historical era we visit, join the discord and ask around for clips throughout our various seasons!
Territory and build tiers/levels, upgrade your resource production via build quality
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**Java 1.20.1**
                                Staff Disclaimer
Staff have the right to interpret the rules by their own discretion. Any punishment deemed unfair will be reviewed by different staff.
1.1 - No leaking or sharing personal information of others that would cause their identity to be public. (Commonly known as Doxing).
1.2 - Lying to staff members and/or fabricating evidence is prohibited.
1.3 - Any sexual engagement with a minor is prohibited.
1.4 - trading in-game items for real world currency is prohibited.
1.5 - Follow all of Minecraftâs Terms of Service while playing on the Crusalis server.
2.1 - No discrimination of any kind. (Homophobia, racism, transphobia ETC).
2.2 - Only speak English in general mediums. (Both in the Discord and in-game).
2.3 - Avoid any inappropriate debate topics. (religious, political ETC).
2.4 - Any mentions of inappropriate topics such as terrorism, glorification, self harm, or any illegal activities are prohibited.
2.5 - Donât Spam. Period. I donât know why youâre still reading this.
2.6 - Donât advertise other servers on official Crusalis platforms.
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3.1 - Exploiting any bugs that were unintended or already classified as a bug is prohibited.
3.2 - Hiding any unintended or game breaking exploits is prohibited. This includes acquiring unintended items.Â
3.3 - Using alts is prohibited unless permitted by staff.
3.4 - Spawn camping towns OFF war is prohibited.
3.5 - Donât leave the server when you're in combat. (Combat logging)
4.1 - No nerd poling over the 15 block limit.Â
4.2 - Any meme builds are prohibited. (Untextured, large/wide, non-iterational themed).Â
4.2 (a) - Meme builds will not be moderated the first week of an iteration.
4.3 - Donât grief builds in wilderness/unclaimed port builds.
4.4 - Nations should always comply with the iteration theme.
4.5 - Methods of rapidly accelerating transportation are prohibited. (Underground tunnels, ice highways ETC).
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5.1 - Creating a nation requires commitment and actively participating in the iteration.
5.2 - Nation leaders and officers are expected to control their members. Any members caught breaking rules are expected to be kicked.
5.3 - Assisting and inviting blacklisted players into your nation is prohibited.Â
5.4 - Nation leaders are prohibited from leaving/abandoning their nation.Â
5.4 - (a) Large amounts of a town's population leaving and joining another nation is also not allowed.
5.5 Insiding, storage wiping, or any form of sabotage is prohibited.
5.5 (a) - Members can only leave with items they stored in their personal storage. Any items not taken by kicked players belong to the nation leader.
5.5 (b) - Refunds can only be given if a significant amount was taken.
5.6 - Nations need staff approval to delete, merge, or create a nation.
5.6 (a) - Towns canât be deleted or created with the purpose of having an advantage. (moving spawns for war).Â
5.7 - VPNS are allowed with approval from a nation leader, provided they vouch for the player. If the VPN player is permanently banned/blacklisted the nation leader will be punished.
6.1 - All default mods in the Lunar, Feather and Crusalis Utils are permitted.
6.2 - Minimaps that donât show players, caves, and items are permitted.
6.3 - Mods that show health indicators are permitted.Â
6.4 - Litematica and Schematica easy place are permitted. Using easy place or printer during PVP or war to place blocks is prohibited.
6.5 - World downloading your town/nation base is allowed. Downloading other nations' bases is prohibited.
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6.6 - Any mods that give you an significant advantage unachievable in vanilla minecraft are prohibited.Â
8.7 - Any mod, script or method that automates tasks such as mining or building are prohibited. (Schematica/Litematica are only allowed).
8.8 - Hacked clients or mods that give the user an advantage in combat are strictly prohibited. (this includes freecam of any kind).Â
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7.1 - All flags must be touching either natural terrain (i.e. trees, sea level) within three blocks of ground level or must be touching a pre-existing structure built by the defenders, âAttackersâ are people currently flagging a chunk.Â
7.2 - entombing your Flag in an enclosed place that's no bigger than 2 blocks is prohibited.Â
7.3 - Creating sky platforms or skybridges to gain a competitive advantage is prohibited.
7.4 - Leaving your town and joining another town 2 days or less prior to war is prohibited.
7.5 - If the majority of a nationâs online players log off, it results in that nation's immediate surrender.
7.6 - Artillery must be placed either on ground level, pre-existing structure, or a 5x5 area thatâll be considered stable.Â
7.7 - Any form of griefing or sabotaging your own town with intent (e.g teamkilling, breaking friendly flags etc) is prohibited.Â
7.8 - Flipping nodes through means of an exploit (attacking from anywhere other than border chunks) is prohibited.
5.9 - If your town is captured during a war, you are prohibited from continuing to fight your attackers. Either by assisting another nation or your own, until the war period ends.Â
5.10 - Rebelling without officially declaring war and leaving your nation is prohibited.Â
5.10 (a) - Ceding nodes without rebelling or your nation's leader approval is prohibited.
5.11 - Towns that are conquered through war or merges are prohibited from leaving their conquerorâs nation for a 3 week period.
Please reference the document below for iteration-specific war rules.
Current Iteration Specific War RulesÂ
8.1 - Violation of Discords TOS in the official Crusalis Discord will result in a ban from the server.
8.2 - Donât share NSFW post (provocative, violent, gory etc)
8.3 - All publicly accessible channels in Crusalis related servers , including nationâs servers, are subject to moderation in cases of extreme hate speech.
8.4 - Discussions of real-life illegal activities in private channels, including direct messages, is prohibited.
9.5 - All evidence for punishments under 5 days is only valid for 24 hours.
9.5 (a) - any sort of ban weaponizing and blackmailing is prohibited.
9.5 (b) - Appealing any bans under 7 days is prohibited.Â
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Here you can purchase a rank to unlock features and support our development!
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 | VIP | MVP | MVP++ |
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$5.00 USD |
$20.00 USD |
$10.00 USD |
Colour |
 Gray |
Green |
Cyan Blue |
Gold |
Prefix |
None |
[VIP] |
[MVP] |
[MVP++] |
Support the Server |
No |
Yes |
Yes |
Yes |
Flying in the Lobby |
No |
Yes |
Yes |
Yes |
Message Colour |
Gray |
White |
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Message Cooldown |
 3 seconds |
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We are a Minecraft server where people can join and have lots of fun playing our unique gamemodes!
You can fill in a website contact form or join our Discord server.
We host our war sessions 1-4PM EST saturdays with occassional exceptions and special events.
Expect seasonal/iteration based war rules updated and displayed here
CURRENTLY ACTIVE RULES FOR MEDIEVAL CRUSALIS SEASON:Â https://docs.google.com/document/d/1XXrGHXC45924MTmKGmjUiFZUjYZCgQLo_00VaPZ-Ib0/edit?tab=t.0#heading=h.ut8q5013539h
First and foremost you can only start attacking a node during an ongoing war session.
Wars are held every saturday 1-4PM EST with occassional exceptions and special events.
To start attacking a node you must meet following criteria;
1. Be in a state of war with the current holder of the territory
2. You or your allied state must share a border with said territory
3. The territory must share a border with the ocean/wilderness if criteria 2 is not met.
To completely take over the entirety of the node you must advance chunk by chunk and capture its chunk core symbolized by this symbol âŹ.
Each node will take a certain amount of time to capture per chunk. Nodes that border a large body of water will generally speaking have a longer capture/flagging time than inland regular nodes.
Well developed and built up nodes will have increased attacking time based on its tier/level
Check https://www.crusalis.net/docs/nodetiers/ for more information on node/territory levels
We offer various vehicles and unique gameplay features, throughout our various previous seasons we have had:
- Tanks(WW1) CLIP OF SHORT TANK GAME PLAY HERE
- Airplanes(WW1) CLIP OF SHORT AIRPLANE GAME PLAY HERE
- Warships(WW1) SAME THING
- Cannons(AOD) SAME THING
- Ballistas(Antiquity) SAME THING
and many more
On crusalis we have different weaponry available depending on our seasonal theme, some examples include
- showcase some melee weaponry
- showcase some gun weaponry from ww1
- showcase some musket weaponry etc etc
Crusalis Node Guide
An informational guide to nodes
Nodes are a large chunk of land/territory with a designated core that symbolizes the middle of the node.
Each node is designated a type of resource that will generate in your /t income every hour even if you're offline.
To gain more resources from a node it must be upgraded; check out Node tier & sweep guide.
Dynmap is a website that allows anyone to look at the live map. It provides strategically valuable information such as how many nodes a nation has, resources of each node, populations of individual towns, and many more.
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1. Declare war on a nation and flag their nodes during an active war session, check out War System.
2. Compromise with other nations via diplomacy.
3. Special staff ran events.
/t map: Shows you an enlarged area of a node that you are standing on.Â
/t minimap: Gives you a 11x11 chunk map that shows you node chunks and core, you are recommended to keep this on for an optimal gameplay experience.
/nodes help: Gives you a list of other commands related to nodes.
/t annex: Annexes a node fully during war, prevents enemies from breaking and placing. (ONLY LEADERS AND OFFICERS CAN USE THIS COMMAND.)
/t income: Opens up an inventory space of all the resources generated by nodes.
/nodes territory: Shows specific information attached to node currently standing in.
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The Ultimate Guide To
Nodesweep & Node tiers
This serves as a guideline to assist builders and groups, rather than a set of strict requirements.
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Nodesweep is the process of staff evaluating different nodes submitted by nations. These evaluations assess the build quality, quantity, and historical or theme accuracy. The results are expressed as a tier number on a scale of 1-10; 1 being poopoo or the bare minimum of a town, and 10 being a perfect town with no flaws. These tiers only apply to a singular node irregardless if builds stretch over multiple nodes.
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Nodes with high tiers will have an increased cap timer per chunk, this means it will take longer for enemies to take over your node. This enables your nation to last longer in skirmishes & war.
Depending on the iteration, certain gameplay mechanics will be locked behind tiers. This mainly refers to recipes for certain weapons or siege equipment. For example, the WW1 iteration had vehicle recipes such as tanks, planes, and ships locked behind a tier 4 requirement, whereas the Medieval iteration had different kinds of workshops that would give access to catapults, stronger weapons, faster horses and more, only accessible in higher tiers.
Nodes with high tiers will have an increased income relative to their tier, meaning it is important to develop the correct nodes. For example, a diamond node with a high tier will have an increased diamond income to the nation.
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Nodesweeps will use terms such as high tier x or low tier x. While these have no direct impact on any of the benefits mentioned in âPurpose of Node tiersâ, they will serve as an indicator on how far or how close any given node is from the next tier.
For example, a high tier 6 node indicates that the node is close to reaching tier 7, and only needs minimal improvements to reach that goal. A low tier 6 would indicate that the node barely reached that tier and would require a great amount of improvements to reach tier 7.
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In order for Nodes to receive a good tier, it needs to be realistic in the sense itâs accurate to the theme of the iteration. Town locations need to be roughly accurate to where they would be placed in real life, with historical landmarks being built in respect to the time period of the iteration. For example, Paris built in a WW1 theme, would be expected to have the Eiffel Tower alongside any other historical landmarks that could be found from doing research. Effort placed into making good historical landmarks will be rewarded with a boost in tiers.
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The size of your town is very important, as often youâll be expected to either build within the confines of your node or further out depending on the node size. This document will assess this in 3 different areas: islands, small nodes, and large nodes.
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Islands are often small and very limited in space, with no surrounding area to expand into. This means that in order to achieve high tiers, players will need to make the most use out of the space theyâre given, by cramming in as many details and builds as possible, with the highest attention to detail.
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Smaller nodes, whilst better than islands, still have a limited space to build in. This means that players will be expected to expand outwards into surrounding nodes to gain the best tiers possible, in which they will specify in their Nodesweep application which node will receive the tier.
Larger nodes are the most ideal for building. In order to receive the best tiers possible, players will be expected to fill out the majority of the node with town buildings, historical landmarks or defenses. While players may still need to build outward into surrounding nodes, this will be on a much lesser scale compared to building from a smaller node.
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The quantity of buildings that make up your town is equally important to the quality of your town; players need to be able to balance these two aspects.Â
Nodesweeps evaluate the town feeling, meaning that if a player were to walk through the streets, would it feel like they were walking through a real town? In order to accomplish this feeling, multiple homes, markets, unique structures (such as forts, workshops or the earlier mentioned historical landmarks) and defenses need to be made. A good mindset in approaching this would simply be to think about what any given town would realistically need.
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It is important for towns to make players/nodesweepers feel as if itâs lived in, where if said player/nodesweeper were to walk in the town, it would feel as if it were an actual town that could exist. In order to do so, buildings need to be closely crammed together rather than spread out like plots, with streets filled with decor rather than empty roads, and large unique/historical buildings rather than just simple house spam. Towns, when possible, should also follow realistic and accurate town planning 100%. Furthermore, town layouts should be logical. For example, any given city would not have farmland inside its walls mixed in with actual housing districts, but rather outside.
  Example of a low quality town layout   Example of a high quality town layout
In order to get the best tiers possible for any given Node or town, players need to invest a lot of time, resources and effort into builds to make the quality as high as they can. This involves making high quality homes/buildings, walls/defenses, and interiors or street decor.
This section will assess the difference between low quality and high quality in different areas that can be found in any town.
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Every town on the server will build some form of defenses or walls to protect the node. However, these builds will always have an impact on your Node tier, which makes it important to ensure that the quality of these defenses are high. In no case should any wall be completely flat or lack dimensionality. Players should put a great deal of care into making their walls both realistic and appealing, rather than opting for a flat cobblestone wall that lacks any depth or design.
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The first example showcases what is considered to be a low quality wall/defense. Whilst the wall itself is textured, it lacks a lot of elements that would make it more appealing to look at. For example, in the 2nd image, a larger and more intricately designed entrance is built. The guard towers and the usage of pillars on the wall make it appear less flat, which make the wall overall more appealing to look at.
            Example of a low quality wall       Example of a high quality wall
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The exterior of your builds will always be the first thing that nodesweepers look at, thus making it incredibly important to ensure that your exteriors look high quality. This can be done through the usage of accurate designs for the type of builds youâre making, texturing, the usage of clutter outside houses to make the build look less flat, etc. Each individual building should also have a unique feel and identity to them. This means there should be different types of homes, stores, etc. which will allow players to get the highest tiers possible.
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The first example showcases the bare minimum for a âbasicâ home, the walls are flat with a simple palette. It lacks clutter outside that makes it feel as if someone lives in it.
In the second example, both images showcase homes which blend into the town, theyâre accurate to the time period and architectural style (Roma & Byzantine), feature a good attention to detail in its design with the usage of texturing and clutter outside the actual buildings.
Example of low quality exterior       Example of high quality exterior
Interior makes up the bulk of details in a town and will significantly contribute to getting higher tiers. In short, without any form of (low or high quality) interior, you will most likely be hard stuck in lower tiers. This means itâs essential to have high quality interior that is also historical and fits the context of the building. This shouldnât consist of placing the same blocks around in a room (e.g. spamming furnaces/barrels/chests/⌠) and calling it interior. Similar to the exterior, each building's interior should have a unique identity and feel realistic, as if a person actively uses that building. Where would they make food? Where would they rest? These are the kind of questions players should ask when designing the interior for any building.
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The first example is what would be considered low quality interior. This is due to the fact that the âinteriorâ consists of spamming the same basic blocks all over the place (barrels, furnaces, and chests), whilst also leaving the majority of the room open.
The second example is a drastic improvement, all blocks present are used with the intention to design rooms, such as a kitchen or a living area, leaving no open space in the home and creating a lively atmosphere.
            Example of low quality interior          Example of high quality interior
Ports, like walls/defenses, are essential on Crusalis, as theyâll often be used during wars for transportation. The majority of coastal towns will build some form of a port, which will always have an impact on the tier of the town, making it incredibly important to ensure your port is of high quality as not only will it impact your tier, but a low quality port can result in a denial in a port request which may impact your wars.
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The first example, the âlow qualityâ port, has the bare minimum of assets and quality: a singular low quality crane, low quality ship, minimal clutter/storage, the absence of any docks, etc. all contribute to why this port is low quality.Â
The second example is a vast area with countless different sections. It consists of buildings that are used for storage, several high quality cranes, there is plenty of clutter/crates alongside the docks, and a historical ship is present.
With this in mind, players should strive to achieve the same amount of quantity & quality that the second port showcases.
Example of a low quality port   Example of a high quality port
Street decor, just like interior, will also make up a large portion of the detailing in any given town. Every town will have some form of road system, or pathways in between homes and other buildings, making it essential to have some form of decoration, markets or clutter on these roads and paths as to make it feel more lived in and less empty, However, it is also important to balance street decor based on the area and city. A sophisticated city in any era wonât have every street completely crammed as if it were a slum, but there would be plenty of open areas that are still well designed. On the other hand, a bustling market area would. We advise doing proper research on the town youâre building and how its streets and areas would have looked in this department.
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The first example is low quality due to the absence of any decor or clutter. It makes the area feel empty and incomplete which leads to the overall town missing out on a lot of potential to get higher tiers due to the incomplete feeling.
The second example on the other hand, feels like a bustling street, filled with market stalls on the sides, banners hung up in between homes, barrels/storage/clutter are present and small pieces of decor that appear as things such as a beer keg. All these things together overall make the street, and by extension the town, feel as if itâs lived in.
 Example of a low quality street decor        Example of a high quality street decor
This section will mainly apply to historical buildings and unique structures such as forts or castles. These types of buildings will always end up being larger than the rest of the town as a means of standing out and showcasing its importance. However, it is important to keep it both large and in scale with the rest of the town, so it does not end up being unproportional to the rest of the builds present.
The Hagia Sophia
This build is a good example of a historical building that is in proportion with the rest of the town whilst also keeping the scale of how large itâs meant to be.
The Mainilos centre structure
This build, unlike the Hagia Sophia, is abnormally large to the point that the images could not fully render it, alongside the actual town that surrounds it. This leads to the build towering over the rest of the town which is illogical and is something players should avoid with any large structure they are building.
If you have no other options, using online builds and schematics is encouraged.Â
However, we as Nodesweepers further encourage players to make unique and original builds. Taking creative liberty and making unique structures - that mesh well with historical landmarks or other builds - will always be rewarded with bonus points, as it stands out compared to other towns.
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Lower-tier towns showcase either one of two things: the bare minimum of effort put into developing a town or the foundation of a town that has great potential.
In the first case, if a town showcases poor quality, meme forts, meme walls, and is simply not a good town by any standards, but still has some effort put into any of the buildings that are present, it would receive the lowest tier possible that is still appropriate for its effort (T1-T2). However, it most likely won't ever increase in tiers unless the issues mentioned are fixed.
In the second case, the town most likely lacks in the quantity department, being a small area that showcases a fair amount of care in the quality and effort invested. In these lower tiers, it's likely that the town lacks unique or historical buildings, large housing districts, or outer city areas such as villages or farms; however, it is well on its way to adding these areas (T3-T4). This however does not mean that a T3-T4 townâs only issue could be quantity, there could be other visible flaws such as inaccuracies, low quality defenses, etc. but on a much lesser scale than any T1-2 town may showcase.
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CĂłrdoba, Spain, Tier 4, medieval iteration
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Dijon, France, Tier 4, medieval iteration
Middle-tier towns will showcase a huge difference in effort and quality compared to lower-tier towns. Generally, the settlements will be decently or largely sized, with a decent to good indication of quality in all 'Aspects of a Good Town,' have some well-designed unique or historical buildings, and a unique identity to many of the homes. However, itâs very likely that these towns will lack one of the above-mentioned things, or even lack in other areas. The town itself might be too small, have low-quality walls, a lack of historical buildings, or any life/identity to the build which results in majority of the homes and structures all feeling the same, which ultimately drags down the good aspects of the town, keeping it at these middle tiers (T5-T6). These towns should focus their efforts on ensuring a minimum of good quality is present in each area of the town. If a port is present, then the quality should be good, if a castle or palace is present, the quality should also be good, etc. Only when this is done, will towns most likely reach a T7 rating, which will enable them to reach higher tiers.
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Latina, Papal States, Tier 7, medieval iteration
These are the highest tiers reachable in Crusalis and are indicators of incredibly impressive and well designed towns. They are often large cities/settlements that are well developed with central structures, large housing districts, markets, ports, and farmlands with a good attention to detail in every aspect of its design.
What will often lead to people being stuck in T8-T9, is the lack of one or a few specific things: either the interior is not perfect, the homes all feel the same and lack identity, there are no outer city areas or the town isn't accurate to its real life counterpart (This does not mean the town is necessarily bad however it simply canât be deemed as perfect). While T8-T9 is very impressive and the players who achieve this have definitely excelled in many areas of this document, they still need to ask themselves if there's room for improvement. If they look at any given build or area in their town and see potential for improvement, they should invest their time there.
A T10 town needs to be perfect in every aspect and in every area, with no inconsistencies. Each home needs to be complete, lived in and as unique as can be. If possible, the town needs to be accurate to a real-life counterpart with realistic town planning and historical buildings. It needs to ensure the highest possible form of quality in every area that is built.
Tier 10 is an incredibly rare tier that has only been reached 3 times as of the date of the making of this document.
Only when players assure that their town has reached the highest potential possible, can it reach T10.
(Note: Standards change as iterations go on and may become harder. If some older iteration tier 10s seem on a lower level compared to more recent iterations, this is normal.)
Alexandria, Egypt, Tier 10, WW1 iteration Built by Zenoba!
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Roma, Papal States, Tier 10, medieval iteration
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Burgos, Spain, Tier 10, medieval iteration
If players have any queries or feedback regarding this document or require building advice, then do not hesitate to message Mockas (@z_v_z_v_z)
This serves as a guideline to assist builders and groups, rather than a set of strict requirements.
Write about ports, what they are, their uses and importance, how to obtain one, step by step command guide, acceptable build examples of an approved port, how to actually use one (video showcase, just upload to yt and link) what port commands you can utilize etc etc