Hate to be a party pooper but I'm sorry to say that your not ready for such a massive project Anant.
Optimization is key and without it, the tri count gets blown out of the water, pardon the pun and on something this big, you have to optimize every step of the wa as the thing is too big to go back on afterwards and try and find all the spots you can optimize later, will mean so much time wasted and you will never find them all.
You also need to make this like a staticobject, which means working with texture palettes which means you model to textures, rather than texture to the model like you do with normal stuff, a totally diffrent way of working and something you do not want to be leaning on something so big and complex.
Finally if your aim is to replace the Russian Cargoship, then an Amphib Assault Ship, like the
Ivan Rogov-class landing ships, would be better suited since they carry Helictopers and land vehicles, where a carrier can only really carry jets and choppers and currently, we have no Russian Amphib Assault maps that need jets, although ye, one could be put into the works, but then giving them any AAVs would mean still putting a cargoship in ideally to simulate a landing ship.
In all, think you've got some way to go before you can tackle anything this large and your other projects are far higher priority
EDIT: also encase you don't know, the Chinese aircraft carrier "Liaoning" is the same class as the Admiral Kuznetsov since they brought it off the Ukrain 3/4 built and then finished it hehe.
