Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Port Argo Navis
   
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Blueprint: Base
Tags: Blueprint
File Size
Posted
Updated
478.193 KB
4 Dec, 2018 @ 8:56pm
15 Mar, 2020 @ 8:30am
7 Change Notes ( view )

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Port Argo Navis

Description
Statio bene fide carinis
- Motto of Cork City, Ireland. -

Key characteristics: Large orbital drydock, CPU T4, shielded, heavily armed with complete firing angle coverage, A11.5.7

From the demand for a superbattleship's proper complement to the realization, CHI presents a massive spaceside naval port "Argo Navis" featuring a superdreadnought-sized drydock, extensive processing facilities, and a gunship combat air patrol (CAP) creating laterally concentrated firepower and no safe angle. Can accommodate 12 officers, boost their morale, and flex on Zirax's fleet.

Dry dock size:
  • length: (unlimited)
  • beam: 148m
  • height: 82m

Notice
  • By default, please spawn the port facing directly at the system's star for maximum solar power.
  • Cutting off parts of some module marked with [Misc.] or keeping only the Module Carina and Module Canopus can help reduce the size class.

Facilities

Module Carina - the basic, reinforced module
Centermost and armored with 3 layers of combat steel, Carina are meant for secured spawn point and cache as well as essential facilities including:
  • Core
  • Armor locker, O2 station
  • Manual access to fuel tank, O2 tank, and ammunition storage.
  • 1 spare advanced constructor
  • 2000 units of O2, 30000 kwh of fuel, 4000 kwh of solar energy, and 3 large solar panel.
    • These give Argo Navis the unprecedented uptime for the entire port, even with all gun batteries operational and all external solar panels destroyed.
  • 2x 111k secured cargo
  • 16k magazine, able to supply all turrets simultaneously and constantly firing for 5min.

Module Vela - the manufactory module
Located at front and responsible for every non-food-and-pharmaceutical production, Vela houses:
  • 6 advanced constructors
  • 2 deconstructors
  • 4 furnaces
  • 32k magazine

Module Puppis - the crew quarter
Located at rear and designed for life support, Puppis contains:
  • Argo Caupona - the canteen with 4 food processors and 3 fridges
  • Extensive Medical Center (EMC)
  • Argo Laboratorium - Pharmaceutical production site with 4 processors and 4 fridges
  • Greenhouse with 162 plots and 12-personnel crop plan. Its airtight compartment is separated from upper floor.
  • Left sided boarding elevators
  • [Misc.] - 3 crew rooms, cryochamber corridor, changing room, and one spare room with a gravity generator.

Module Canopus - the drydock control room
Located at the right side and cladded in double-layer combat steel armor, Canopus serves as:
  • Repair control room
  • Extra battery reserve
  • [Misc.]Fire control system - a decorated room for operating gun batteries from safety. Can be repurposed.

Should there be any suggestion or advice, please inform CHI, for they are valuable learning experience for future project, if not for polishing Port Argo Navis as well.
101 Comments
Argetlam 13 Mar, 2024 @ 4:22am 
Been looking for a ship port station like this for so long. Others like these are just too small or just too impractical. Thank you for making this!
Krush 29 Jan, 2024 @ 2:30pm 
Updated to work with Reforged Eden CPU limits. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3150036994

Still working on where we might add the potential Quantum Cores to get the CPU back to fit all the removed turrets
Cinerite  [author] 4 Jun, 2021 @ 6:43pm 
Looking forward to it, HeckenDiver.
HeckenDiver 4 Jun, 2021 @ 10:27am 
Ok, ill give it a go,... ^^
Cinerite  [author] 4 Jun, 2021 @ 7:27am 
@HeckenDiver Your offer really makes me feel very happy about this work. Never thought it'd stand the test of time, let alone sparking interest in the two very talented creators that I know I'll be very impressed by the styles brought into this space port.
HeckenDiver 4 Jun, 2021 @ 4:20am 
Damn Escarli was faster i just notice lol^^, i wanted to ask you if im maybe allowed to turn this one into a ARC build xD. Anyway, you managed to build a awesome and stunning looking thing, i spawn it in creative some times to get inspired, just awesome!!!
Cinerite  [author] 28 Apr, 2021 @ 11:54am 
@Es'carli It'd be my honor. Thank you, Es'carli.
Es'carli 28 Apr, 2021 @ 5:26am 
@Cinerite would you mind if I took a look at this particular build in the view to converting it for a space poi for the Warlord faction? I love the build and would be cool to see it ingame :)
Cinerite  [author] 27 Apr, 2021 @ 9:51pm 
@Es'carli There is a plan to revise the entrance to increase the distance from the core and some NPC placement, but the Kinnator faction project has been stagnant for the past year that even many core POIs are still in the draft. It's just much more difficult to satisfy myself with a player-interactive design as opposed to the usual player-controlled designs.

The short answer is sadly no.

This year even a couple carefree hours per week would be a blessing. It's similar to what I've always been saying, but the second point is: totally investing those into the project I love is ideal but would burn me out more than already am. So the Kinnator project is going to be indefinitely postponed. Sorry for not updating the post.
Es'carli 27 Apr, 2021 @ 2:33pm 
@Cinerite Did you ever do a poi version of this? (refering to your faction post)