Source-checkedCreatures & NPCs

Arecibo II

by ArtemisRouge · for Empyrion: Galactic Survival

The first Non-quantum T1 CV made for Reforged Eden which will kill any class of enemy vessel in the game, including the Tovera Battleship. Made for Reforged Eden. CPU: 2.095 Million, 5k left for…

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6 yr agoLast updated
Steam WorkshopSource

About Arecibo II

From Steam Workshop

The first Non-quantum T1 CV made for Reforged Eden which will kill any class of enemy vessel in the game, including the Tovera Battleship. Made for Reforged Eden. CPU: 2.095 Million, 5k left for…

The first Non-quantum T1 CV made for Reforged Eden which will kill any class of enemy vessel in the game, including the Tovera Battleship.

Made for Reforged Eden.

CPU: 2.095 Million, 5k left for goodies/optionals. Weight: 9.26 Kilotons T1 Shield Generator Turrets: 64 Standard 24 Cannon 24 Laser 6 Missile 10 Flak Flush mountings for all 96 Potential Turrets. Advanced Constructor Storage 4 x 320k Volume, room for expansion. Enough storage in the Ammo controller for 1 Hour of continuous fire. Full Forward, Back, and Up/Lift Top speeds. Pitch: 25 Yaw: 21

So if you're shaking your head in doubt, let me tell you why this ship can do what I claim it can do. ( or you can watch it in the videos ) The reason it can achieve a level of armoring, speed, and arsenal that it does is that it brings together multiple innovative features.

1: It's central airframe is a series of Hangar doors sheathed in Carbon Fiber, to reduce weight in the vessel, it also provides a very respectable level of protection to the ships components and pilots, Not only are Hangar doors lighter than a large swath of armor blocks, but 1 blown away 1000 hitpoint block will not rupture your airlock, any damage to the Hangar-hull sections will need to exceed 10,000-20k damage to have a chance of putting a hole in your airlock. This is a feature ive used in other ships, and I find not only does it work, it provides a superior level of protection for sides of the ship which are not subject to direct fire during engagements, I would rate it as better than a full Hardened steel hull and only slightly less effective than Combat steel, at 1/10th the weight. The use of Hangar doors probably saved over 1.5 Kiltons of weight ( 1/3rd the airframes weight )

2: The use of Heavy Glass. You'll notice a lot of Heavy windows on the ship. A Triangle Combat Steel block is 3 tons and has 2700 Hitpoints. A Heavy glass window is 800 Kilos and has 2000 hitpoints. So any place I would have used a Triangular combat steel block, or in areas where I only needed a "hardened steel" level of protection, I've used a lot of glass. It is the best Weight to Protection ratio in the game for an Armor block and used in this ship reduced the weight by at least 1 Kiloton. ( 25% of the unturreted airframe weight ) 3: "Tiered retreating armor". Looking at the ship from the front, as the enemy will, nearly every block in sight that is not part of the armored nose & that may be subject to an errant round ( from maneuvering ) is Combat steel or Heavy window, Behind the combat steel in your mid-ship you'll find a retreating armor profile, so that blocks tier backwards, Combat steel, followed by hardedned steel, followed by steel, followed by carbon. No weight is wasted, we put the armor where we need it, NOT where we dont need it, If you're receiving 99% of fire from the front, we don't want want 85% of our armor blocks on the other sides ( 6 sides ), that is how most ships are built. Instead we armor only the blocks that are commonly subject to direct fire , and we apportion that armor we would have wasted instead into the front of our ship, where I built a large armor... "probosis". The entire front 100m of the ship is armor, it comprises 2/3s of the ships length.

4: Innovative frontal armor design. The Frontal armor of the craft is what I call "Airgapped Jack-Armor", remember jacks as a kid? No? Well your mother didnt love you. They were a 6 sided spike, if you want to cover something in this game on all sides, you need 6 blocks to do it, so what you'll see inside the frontal armor are airgapped six-sided jacks, designed to surround a thruster that attracts enemy fire. Between each successive jack are Horizontal Ribbing, so that from a front profile the enemy needs to blast away multiple blocks before moving onto the next 'jack'. In this way, and with the placement and distribution of the jacks within the frontal armor, the enemy is forced to destroy not just 1 component buried under some armor, but theyre forced to blow away nearly the entire front end of the ship, because it is 8 or 10 Long extended Combat steel bars, with multiple engines buried along spaced gaps, & spaced away from other bars to reduce splash, we don't just put the armor where we need it, we also force the AI to fight directly with ALL of the armor, not just blowing a hole through a tiny portion of it and then destroying something important behind it as most hull designs do. The jacks are also placed successively down the length of the nose, so that fire is drawn from the beginning to the tip of the nose and then on down the length, keeping collateral damage from errant rounds as far away from the mid-ship as possible for as long as possible.

5: Efficient allocation of engine thrust for combat maneuvering. Due to Reforged missile's mechanics & range, maintaining top 100 m/s second speed is crucial for a combat aircraft to avoid being pummeled by Missiles. Knowing this, and knowing the shape of the craft, I allocated engine thrust for LIFT, so that the craft would be able to barrel up, over, and around enemy craft in a constant circle at 100 m/s, Reverse thrust was later strengthened so that corrections for distance to the enemy can be made constantly in a forward and backward direction while maintaining 100 m/s Lift speeds as you circle over and around the enemy craft. You don't want lateral movement because your ship is wider than it is tall, meaning you'd 'run into' enemy rounds with the left section of the ship as you pivot right, and vice versa, plus you'd need twice as many engines if you wanted uniform left/right thrust. Up is better, it adds cargo lift & makes getting off surface easier too, this is The Way.

Read the full description on Steam Workshop →

Highlights

From source data

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 6 yr ago.

Arecibo II on Nxeon

From our catalogue
One-click install
Supported on Nxeon Empyrion: Galactic Survival servers. We download it from Steam Workshop, place it, and restart the server.
Server load
light
Smallest plan we suggest
Empyrion — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
Latest build
2020-12-13, released 2020-12-13

Game versions by loader

LoaderGame versionsNewest
Workshop

From 1 recorded build of Arecibo II.

Run Arecibo II on a Empyrion: Galactic Survival server

Pick a server or deploy a new one above; it is installed in one click.

What kind of mod it is

From the catalog
Listed on Steam Workshop as “Workshop”

Creatures & NPCs

Adds or changes creatures, NPCs and how they behave.

Compatibility

Game
Empyrion: Galactic Survival

Verified at the source

  • ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
  • ✓AuthorArtemisRouge, as published on Steam Workshop
  • ✓LicenseNot published by the sourceFree

Arecibo II, answered

Generated from the mod’s own source data.

Is it free?

Yes. Arecibo II is free to download from Steam Workshop.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run Arecibo II on a Empyrion: Galactic Survival server.

Deploy in about a minute from $14.99 a month, then add Arecibo II in one click.