Empyrion - Galactic Survival

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Blueprint: Base
Tags: Blueprint
File Size
Posted
Updated
605.134 KB
29 Jan, 2024 @ 11:56am
6 Feb, 2024 @ 2:28am
15 Change Notes ( view )

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Helios-Port-Argo-Navis-REK

In 1 collection by Krush
Faction: Helios
25 items
Description
- B Class 12, Unlock Level 20, Reforged Eden Only - CPU Tier Locked
- Primary roles: Large space dry dock, Shield, Solar

Helios Port Argo Navis (HPAN)
by Krush

Prepare for a terrestrial odyssey as Krush Corporation Engineering takes the reins of a base design originally crafted by Cinerite, transforming it into a masterpiece of planetary engineering. In a terrestrial ballet of creativity, Krush's adept engineers wield their tools like enchanted wands, weaving an intricate tapestry of innovation and upgrades. Picture a stationary base, not just as a structure but as a canvas for Krush's earthly artistry. With a sprinkle of futuristic ingenuity, they've elevated the design to new heights, infusing it with wonders of advanced technology and a plethora of new features. It's not just a base; it's a dazzling testament to the boundless possibilities of planetary ingenuity, brought to you by the terrestrial virtuosos of Krush Corporation Engineering

In response to the clamor for an outstanding complement to a superbattleship, Krush Corporation proudly unveils the grandeur of the "Argo Navis" – a colossal spaceside naval port that redefines the standards of naval infrastructure. At its heart lies a superdreadnought-sized drydock, standing as a testament to Krush Corporation's commitment to excellence. The port encompasses expansive processing facilities and a combat air patrol (CAP) of formidable gunships, strategically positioned to concentrate firepower laterally, leaving no safe angle for adversaries.

Beyond its sheer size and might, the Argo Navis is designed to accommodate a distinguished crew of 12 officers, fostering a sense of camaraderie and boosting morale among the spacefaring defenders. As the Argo Navis takes its place in the cosmic theater, it stands ready to flex its impressive capabilities on Zirax's fleet, showcasing Krush Corporation's unwavering dedication to pushing the boundaries of naval superiority in the far reaches of space.

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, 30,000 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 5 minutes.

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 Krush Corporation, for they are valuable learning experience for future project, if not for polishing Port Argo Navis as well.

Weapons
  • 2x Laser Turret
  • 12x Minigun Turret

Production
  • 7x Advanced Constructor
  • 2x Deconstructor
  • 4x Furnace
  • 8x Food Processor

Storage
  • 2x Cargo 96k each (C1, C2)
  • 2x Cargo 111k each (C3, C4)
  • 7x Fridge 1.75k-4.5k each (F1, F2, F3, F4, F5, F6, F7)

Other
  • Advanced Repair Bay
  • Advanced Shield Generator
  • Full medical suite
  • 2x Gravity Generator
  • 162x Hydroponics units
  • Land Claim
  • Offline Protection
  • Oxygen Station
  • Shower
  • 19x Solar Panel
  • Teleporter
  • Toilet

Potential Upgrades
  • 31x Crew Locations
  • 2x Retractable Artillery Turret
  • 10x Retractable Missile Turret
  • 8x Retractable Plasma Turret
  • 18x Advanced Solar Panels (upgrade existing)


Original by Cinerite: Steam Workshop

REK - Changes
  • Added 1x CPU Extender (Basic), 2x CPU Extended (Improved), 1x CPU Extender (Advanced)
  • Removed 10x Retractable Missile Turrets to lower CPU costs for RE, added LCDs as markers with information and shutters to close the space nicely. [Group: 1-2. Gunship Missile]
  • Removed 2x Retractable Artillery Turrets to lower CPU costs for RE, added LCDs as markers with information and shutters to close the space nicely. [Group: 1-3. Gunship HO]
  • Removed 8x Retractable Plasma Turrets to lower CPU costs for RE, added LCDs as markers with information and shutters to close the space nicely. [Group: 1-3. Gunship HO]
  • Added Teleporter to Changing Room (previously there was no teleporter in the station).
  • Shields automatically disable when using the teleporter.
  • Added LCDs to mark repair range, and be somewhat in theme as they cone out from the repair bay.
  • Swapped from Device Groups to Signals for all of those things, and removed the unused ones. Added global 'Defense' signal (like all Helios creations), that needs to be on for any of the turrets to be active.
  • Repurposed a lever in the Vela Module and added another to handle toggling on/off the construction (including furnaces) and the deconstruction (deconstructors) in the Vela Module.
  • Helios paint job (12% complete).
  • Renamed varous containers for help with sorting in the dropdown lists (and colorized to match the rest of the ships).
  • Added 4x Solar Panels.
5 Comments
-AKEVA-BANSHEE- 5 Feb, 2024 @ 9:05am 
Great work!
Krush  [author] 3 Feb, 2024 @ 9:41pm 
i'm actively working on this so expect updates.
«*» ']['øfféL ☆彡 2 Feb, 2024 @ 11:47pm 
we need more space hangars like this
Myrmidon 1 Feb, 2024 @ 1:51am 
Nice upgrade :steamthumbsup:
Krush  [author] 31 Jan, 2024 @ 1:52am 
Still working on where the potential Quantum/AUX cores could go. Since the original was 2 million over the CPU budget.