Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Allium Castra
   
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Blueprint: Base
Tags: Blueprint
File Size
Posted
Updated
444.300 KB
Feb 22, 2019 @ 12:12am
Mar 16, 2019 @ 7:29am
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Allium Castra

Description
"Construimus, Batuimus"
Motto of Seabee.

The modular installation Allium Castra is CHI's post-assembly adaptation of Project [Redacted] and a heavy duty motherbase modernized with some counter-terran measurements. An intent from CHI to liberate the planet in the form of the base.

Most of the structure is also made of armored concrete, whose materials can be obtained virtually uncontested by other companies.
Another endpoint is the minimal power consumption, very likely to be sustainable if deployed on the northern hemisphere of the planet with good sunlight. (Thank you based A9.5.) Redundant O2 tank, O2 station, armor locker, ventilator, deco, or any antenna are not used. Cargo controllers are substituted by boxes wherever possible.

Decent damage control
  • At least 4 layers of full block armored concrete (AC) to penetrate the central module, housing all essential components & storage, at the ground level. +1 combat steel (CS) for the core.
  • 2 AC from the air, should the attacking craft survive even more turrets firing from the other side.
  • high reserve of generators/power supply. Over my dead turrets, fam.
  • CTCSM installed; Offline protection, Land claim device, and additional magazine are available and protected.

Extensive armament
Any HV within its firing range will be concentrated by as many as 2 cannons, 3-5 homing missile turrets, 2-3 plasma turrets, and 1-2 artilleries regardless of where it approachs from. Even more against SV. An arguably comprehensive defense for such a large land base.

Central module also has platforms for underground turrets which are vacant by default. Suggested setup is 1 missile turret in the middle + 3 plasma turrets. Large, openned underground battlefield covering every modules and turrets should be prepared post-deployment in case this PvP element is deemed necessary. Them dwarf miners better mine their own business.

Production capacity
One stop service
  • 6 Advance constructors -- 2 secured in the Central module + 4 in the Factory module
  • 1 Deconstructor in the Central module
  • 1 Furnace in the Factory module
  • 144 grow plots in 2 Greenhouses
  • 10 food processors + 10 fridges -- 2 each in the Central module, 4 each in the Biolab, and 4 each in the Cafeteria
  • 1 Water station - a module that secures a safe access to terrain-placable devices.

Hangar
20 x 35 x 10m in capacity with T2 repair bay and accessible rooftop landing pad.

Quality of life
Fully decorated Cafeteria with relaxing lounge and Large crew quarter supporting 8 officers in 2 standard rooms with view from the topmost of the base.

Deployment
Being 196m long, the base's center should be as close to the personnel as possible during the deployment. Using drone is highly recommended. Deep foundation "sloping" towards the water station means flattening may not be required on the shore type terrain at all. The base can face any of the 4 cardinal directions, as the solar arrays are also designed for post-deployment panel rotation. For more guaranteed success, the base should be deployed low.

Should there be any suggestion or advice, please inform CHI, for they are valuable learning experience for future project, if not for polishing Allium Castra as well.
16 Comments
Cooperivan Apr 2, 2019 @ 1:47pm 
I absolutely LOVE this base. I just wish it was all level, so I could put it on every planet I am on. Lol.
Cinerite  [author] Apr 1, 2019 @ 10:45am 
@Cooperivan Thank you for confirming. It's even more sad considering that this has been a known issue for at least a year and so many blueprints or attempts at building were severely affected by the unpolished SI mechanism, notably jrandall's 'Foundation XL.' There's not much to hope for seeing that devs might have already lost their attention as well, but one can still dream.

P.s.: I sure can opt for a design that grows vertically to completely ignore the problem with SI, but it'd defeat my purpose of having extra distance before HV fire can reach the central module and possessing the nasty firing angle especially against SV.
Cooperivan Mar 31, 2019 @ 3:51pm 
I found the problem... it was indeed the issue of "SI goofing up"... sometimes a server will just show something as having no SI, if it is too far from you, and then things will just start breaking... sadly.
Cinerite  [author] Mar 30, 2019 @ 9:47pm 
@Cooperivan Can you specify or send a screenshot showing where the broken part is? From the 2 last times I checked and updated some of its texture including a moment ago I've failed to detect where it could be.
This may or may not be your case, but I must add that spawning the large base (~200m) too far away from the player can result in the SI "goofing up," as it completely ignores any terrain actually touching the structure beyond certain range. If your base collapsed on the far side, this might actually be your case.
Although you might already done this, I'd like to suggest you spawn the base in space, creative mode, and see if any part of the base is still missing from what is seen in the preview. This can help rule out the SI issue.
Cooperivan Mar 30, 2019 @ 6:41pm 
Why is part of this base broken?
Cinerite  [author] Mar 5, 2019 @ 7:32am 
@juyayay Thanks!
juyayay Mar 5, 2019 @ 3:57am 
epic!
Cinerite  [author] Mar 2, 2019 @ 7:04am 
@Apollyon Glad to hear it! Sorry that I couldn't find out how the base looks like tho...Guess I have a series to watch now :D
Apollyon Feb 26, 2019 @ 10:55am 
This is very cool man! It reminds me a base from a Firefly episode.
Cinerite  [author] Feb 25, 2019 @ 3:45am 
Thank you! @bobo8734