Hydrogen-based economy (U3)

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08/11/25
Created
03/12/25

Description

Hydrogen-based economy

Early Hydrogen Fuel Cell 🔋🌱

BioSoil Hydrogen Cell 🟫 🌽🔋

Temporary Hydrogen Transition Unit 🔁

Early Hydrogen Fuel Cell combined with Rubber and Plastic 🔋🌱🔌🧴

Ethanol BioChem Сell ⚗️🧴

Diesel Сell boosted by Hydrogen ⛽💰

BioSoil Diesel Cell 🟫 🌽⛽💰

Advanced Oil Power Plant 🛢️⚡

Hydrogen Backup Power Plant ⚡

Purification Сell 💨⚫

Waste-Fueled Desalination Сell 🗑️💨🌊

v4.2 (Update 3) — added BioSoil Diesel Cell, Advanced Oil Power Plant

This set of installations enables a transition to hydrogen as an alternative to diesel fuel already in the midgame, without the massive electricity demands of water electrolysis. In addition to hydrogen, these facilities also produce fertilizer, rubber, plastic, diesel, water, chlorine, salt, ethanol, sugar, graphite, electricity — and even generate gold indirectly through trade. Once diesel trading is established, the hydrogen economy can become self-sufficient in crude oil needs, funded by the resulting gold profits. Agricultural productivity also increases substantially due to fertilizer byproducts — one effective way to capitalize on this boost is through Food Pack production: https://hub.coigame.com/Blueprint/Detail/624 (which also provides additional supplies of crude oil and uranium ore).

Originally developed for the hydrogen economy, this concept has evolved to become suitable for all types of fuel strategies. A diesel-based economy will simply require a different, larger ratio of Diesel Hydrogen-boosted Сell — though hydrogen is still needed for other production types.

The core idea is that each cell functions as an independent unit, allowing you to combine them in various ratios depending on which resources you need more of, and to scale production with maximum flexibility. However, all cells share the same length to ensure proper alignment and follow a specific logic in the placement of input/output storages and pipes.

Cells are designed to be grouped into blocks of 4–5 units along the coast, near Cargo Depots, since maritime transport is extremely efficient: a single cargo trip delivers 5250 crude oil, making it ideal for meeting the high-volume needs of late-game production. Leave a gap of approximately 2 Vehicle Ramp widths between the Cargo Depots and the cells to simplify pipe and conveyor placement. Due to the distance restrictions between Cargo Depots, the spaces between them are ideal for storing crude oil, gold, and other trade resources. You can also leave gaps between the cell blocks themselves to allow for vehicle access, pipe and conveyor routing — or even railways.

Screenshot https://imgur.com/a/GaimGqS shows what this setup could look like. From left to right: Hydrogen Fuel Cell, Hydrogen Fuel Cell combined with Rubber and Plastic, Purification Cell, Hydrogen Backup Power Plant, Waste-Fueled Desalination Cell, Ethanol BioChem Сell, 2 Diesel Hydrogen-Boosted Cells, BioSoil Hydrogen Cell and BioSoil Diesel Cell. As you can see, there was an initial planning mistake in the placement of cells and Cargo Depots — there is too little space between them to allow for comfortable routing of pipelines and conveyors.

Some cells receive crude oil via pipelines from Cargo Depots, while others draw seawater for their processes. Most also emit CO₂, which can be routed to a Purification Cell that accepts input from the "top". The same pipeline network can connect producers and consumers of water, chlorine, and exhaust, allowing all of it to be integrated into shared routing.

A similar concept has also been launched for metallurgy and smelting - Metal-Smelting Industry: https://hub.coigame.com/Blueprint/Detail/1007.

1. Early Hydrogen Fuel Cell🔋🌱

https://imgur.com/a/fJJJS7q

This installation processes crude oil into hydrogen instead of diesel, making the process significantly more energy-efficient compared to electrolysis. It appears that diesel loses to hydrogen in terms of the amount obtained per unit of crude oil, even taking into account its slightly higher consumption by vehicles. This means that hydrogen is a more resource-efficient technology.

Main goals achieved during the design of the installation:

  • Maximizing hydrogen output from petroleum products, with ammonia being the only exception as it does not convert into hydrogen.
  • Modularity, scalability, and compactness — allowing easy expansion of production by adding new fuel cells in a row as needed (example – https://imgur.com/a/aotuY87).

Note: Newly placed cells will always align with the "bottom" edge ( where most of the storages are located ) — on screenshots, that's the edge on the left.

Resource Productivity:
Crude oil Coal / Woodchips Electricity Water Limestone Fertilizer org.* Hydrogen Fertilizer II Sulfur Exhaust CO₂
Input 120 40 / 64 5.7 MW 42 9 30* - - - - -
Output - - - - - - 251 36 (54*) 3 (0*) 80 / 48 186

Maintenance staff: 268

Note: * – When using organic fertilizer as a component, or when upgrading the Chemical Plants to level 2 later on, all sulfur will be processed. In that case, sulfur storage can be removed, and hydrogen storages can be replaced with large ones of level 3–4. The use of organic fertilizer is optional — the facility will operate without it as well. However, when organic fertilizer is used continuously, upgrading the Chemical Plants is not required.

Compared to Update 2, the hydrogen output per unit of crude oil has increased even further — it's now an impressive 250 hydrogen from 120 oil. However, energy consumption has also increased proportionally. The output of sulfur and ammonia has decreased, and consequently, so has fertilizer production from them.

Options to achieve near-zero emissions:

  • Exhaust from coal combustion and similar processes can now be fully removed using Exhaust scrubber ( Waste-Fueled Desalination Cell ).
  • Adding chemical plants to process CO₂ in graphite ( Purification cell ).
  • When electricity production reaches a significant level, consider switching steam production from coal boilers to electric ones — although this is no longer as relevant as it used to be.

Note: A pipeline outlet for CO₂ has been implemented for its transportation and injection into limestone formations using a Gas Injection Pump.

Since the installation produces a significant amount of hydrogen, it can also be alternatively used for fertilizer production, where hydrogen reacts with nitrogen to synthesize ammonia.

2. BioSoil Hydrogen Cell 🟫 🌽🔋

https://imgur.com/a/2bnovSQ

This facility likely offers one of the cheapest ways to produce hydrogen in midgame, potentially even surpassing the method of producing hydrogen from oil. This became possible thanks to one of the new trade options introduced in Update 3 — exchanging Dirt for Fuel Gas. The cell can be functionally divided into two parts: one that produces Dirt from compost, biomass, or grain, and another that converts fuel gas into hydrogen.

Resource Productivity:
Dirt Compost / Biomass / Wheat / Corn Rock Water Electricity (without producing Dirt) Hydrogen CO₂
Input 192 96 / 144 / 120 / 160 96 26 8.7MW (5.2MW) - -
Output - - - - - 364 351

Maintenance staff: 168

Note: If you already have plenty of ways to extract Dirt, you can pause building half of the facility with Mixers and Crushers entirely and build only the Storage for Dirt — this part serves solely as a backup in case your Dirt supply suddenly becomes limited.

The installation will primarily use available dirt and, in decreasing order of priority, produce it from compost, biomass, and only when all previous options are exhausted, from wheat/corn. The only downside in midgame is that transporting a sufficient amount of resources requires a 6-module Cargo Depot — 2 modules for Dirt and 4 for Fuel Gas, which lies much further along the tech tree. Early on, you might have to rely on two 4-module ships.

Tip: It’s a good idea to plan ahead to combine this cell with the BioSoil Diesel Cell described below, as both can share a single cargo ship (8-module capacity) for fuel gas delivery under standard fuel consumption settings.

By using traded fuel, the cell eliminates the need for coal in steam production and powers its own ship with hydrogen. It also processes waste such as compost and biomass, making it more energy- and resource-efficient compared to oil-based hydrogen production. The cell also requires the least maintenance staff per unit of hydrogen produced.

Note: Two pipes extend from the "top" of cell — a smaller-capacity pipe supplies hydrogen to the ship, while a larger-capacity pipe delivers fuel gas for further processing.

2.1. Temporary Hydrogen Transition Unit 🔁

https://imgur.com/a/v2TYlD9

This facility allows you to turn leftover diesel into plastic and rubber, and even produce them from sludge, wheat, or potatoes. It's a temporary fix until you can build the core hydrogen economy cells for large-scale production. Unlike those cells, it's not designed around the hydrogen concept — it plays a transitional, supporting role and isn't meant to be integrated with other cells. Interestingly, plastic production is possible even without ethanol from corn or sugarcane, though it’s less efficient. You won’t even need to unlock ethanol and sugarcane research to get started.

Resource Productivity:
Diesel Coal / Woodchips Electricity Sulfur Sludge / Wheat / Potato Chlorine Plastic Rubber Water Exhaust
Input 36 2 / 3 1.57 MW 8 72 / 29.3 / 56 6 - - - -
Output - - - - - - 36 48 3 28

Maintenance staff: 78

Note: You can enable/disable or adjust the production priority of rubber and plastic through the diesel pipes connected to the pipe balancer and by using it directly.

3. Early Hydrogen Fuel Cell combined with Rubber and Plastic 🔋🌱🔌🧴

https://imgur.com/a/ulzoLFF

This installation produces hydrogen, rubber, plastic, and fertilizer from crude oil. It is the most complex and sophisticated installation currently available here. Its core logic prioritizes rubber and plastic production as long as their storage is not full, with hydrogen produced only as a secondary output. Once the rubber or plastic storage is full, or if key inputs like chlorine or sulfur are unavailable, the facility automatically shifts to maximizing hydrogen production.

Interestingly, in the late game, it is possible to scale up plastic or rubber production if needed, using synthetic ethanol — once again derived from hydrogen. Hydrogen continues to prove itself as a highly versatile resource. I may later develop dedicated, compact supporting cells specifically designed for additional plastic production from hydrogen.

Note: When installing it after the other fuel cell, there is an opportunity to replace 4 Storage II with a large Storage III for hydrogen. Refer to https://imgur.com/a/aotuY87 and remove 4 Storages II.

Resource Productivity:
Crude oil Coal / Woodchips Electricity Water Limestone Sulfur Chlorine Hydrogen Rubber Plastic Fertilizer II Exhaust CO₂
Input 120 30 / 48 5.2 MW 25 6 9 16 - - - - - -
Output - - - - - - - 164 96 72 36 / 63* 106 / 72 126

Maintenance staff: 298

Note: * –When upgrading Chemical Plants and the Mixer to Tier II, the production of Fertilizer II increases to 63 and consumption of limestone, sulfur, and hydrogen will increase slightly.

4. Ethanol BioChem Сell ⚗️🧴

Biochemical processing module for industrial cane conversion

This facility processes sugar cane into key industrial resources — ethanol, sugar, and plastic. It is available in two configurations:

  1. Universal version ( Ethanol BioChemU Сell https://imgur.com/a/mDS0KU2 ) — also produces fertilizer, enabling a self-sustaining production loop primarily focused on cultivating sugar cane as a raw material.
  2. Optimized version for supplying BioPharma Cell ( Ethanol BioChemS Cell https://imgur.com/a/Cfy0ogw ) — delivers maximum output with minimal footprint, making it ideal for integration into pharmaceutical supply chains https://hub.coigame.com/Blueprint/Detail/942.
Resource Productivity:
Sugar cane Water Chlorine Hydrogen Limestone Sulfur Electricity Ethanol Plastic Sugar Fertilizer II Biomass CO₂ Exhaust
Input U 165 33 16 48 24 24 8.4 MW - - - - - - -
Output U - - - - - - - 60 (84*) 72 20 144 66 102 48
Input S 180 36 24 - - - 3.7 MW - - - - - - -
Output S - - - - - - - 42 108 40 - 72 102 72

Maintenance staff: 262 / 178

Note: * – In case of excessive plastic production and when the storage is filled with it, the cell will switch to producing only ethanol, and its output will increase to 84. By manually pausing certain ethanol Fermentation Tanks, it is also possible to increase sugar production instead, depending on current needs. Alternatively, sugar production can be completely disabled by pausing the conveyor leading from U-shape balancer to the sugar Storage — screenshot 3.

Tip: Consider pausing construction of about half the buildings at first, as the facility has high output capacity. You can gradually complete the rest as resource supply and demand grow.

The facility has two separate pipe outputs for CO₂ and Exhaust, allowing both to be routed for further processing.

5. Diesel Hydrogen-boosted Сell ⛽💰

https://imgur.com/a/yKlbAXB

This is the most efficient refinery when it comes to diesel output per unit of crude oil — but there’s a catch: it needs hydrogen to reach its full potential. You might wonder why diesel matters in a hydrogen-based economy. The answer is trade. The hydrogen economy is highly efficient at processing crude oil, and that advantage is worth using to generate profit.

We produce diesel and trade it for gold. That gold is then used to buy crude oil, which we refine back into diesel. The profit comes from the difference between the cost of the oil and both the cost and the amount of diesel that can be produced from it. The cycle can repeat endlessly — until all storages are completely filled with gold.

Gold is a valuable resource — it can be also used to purchase uranium ore and is essential for producing advanced electronics-based goods, which in turn can be traded for other raw materials. In Update 3, gold is also used to purchase bauxite, which is then processed into aluminum. And aluminum is a key component of Consumer Electronics, space technologies, and the main resource for fueling this late-game power plant: https://hub.coigame.com/Blueprint/Detail/1022

These are the kind of far-reaching consequences the Hydrogen economy can have. As a bonus, the oil refining process also provides fertilizers.

The cell comes in two versions — an earlier one with coal boiler, and a later one with electric boilers.

Resource Productivity:
Crude oil Hydrogen Limestone Coal Electricity Diesel Fertilizer II Sulfur Water
Input coal 240 60 12 21 3.2 MW - - - -
Output coal - - - - - 336 72 12 12
Input electric 240 60 12 - 16.2 MW - - - -
Output electric - - - - - 336 72 12 12

Maintenance staff: 256

Note: To start the cycle, water needs to be delivered a few times. After several runs, however, the facility will begin generating its own water, so the water storage should then be set to export.

Advantages over traditional gold mining and refining industry:

  • The process is endless and independent of ore deposits, since all essential inputs are obtained through trade.
  • It’s fully automated — no need to periodically expand new mining zones.
  • Logistics are extremely simple and efficient: just 2 Cargo Depot and 1 refinery, which can be placed right next to each other and connected with pipes and conveyors.

In this way, the gold profit from just a few of these cells can be enough to supply through trade all the crude oil needed to sustain entire hydrogen economy and even more, even if your island consists of nothing but a single bare rock.

6. BioSoil Diesel Cell 🟫 🌽⛽💰

https://imgur.com/a/EXHhHpI

This cell is a modification of the BioSoil Hydrogen Cell, designed to generate an additional source of profit through diesel sales — this time via an intermediate stage that converts dirt into fuel gas. Essentially, this setup turns grain into gold. With substantial agricultural production, it becomes extremely profitable.

Dirt Compost / Biomass / Wheat / Corn Rock Electricity Diesel Water
Input 192 96 / 144 / 120 / 160 96 7.1MW - -
Output - - - - 240 60

Maintenance staff: 210

7. Advanced Oil Power Plant🛢️⚡

https://imgur.com/a/ZLSjSut

This facility generates 54 MW of electricity directly from crude oil. Significant volumes of crude oil are handled within the hydrogen economy. Thanks to the production cells mentioned above, the system also generates considerable gold reserves — making crude oil an easily accessible resource. Due to the high productivity of agriculture, it also makes sense to engage in Food Pack production, which serves as another source of crude oil: https://hub.coigame.com/Blueprint/Detail/624 As a result, producing electricity from oil is a relatively cheap and practical solution due to its abundant availability. Moreover, since the advanced version of this plant operates without emissions, it does not contradict the idea of zero-emission manufacturing. This also allows the hydrogen economy to establish its own power sources early on, without relying on the more complex and technologically demanding rollout of nuclear power.

The power plant comes in two versions — one focused on higher fuel efficiency, and the other on increased water production.
The 300 MW single-unit version of the power plant is available here: https://hub.coigame.com/Blueprint/Detail/1054.

Note: It can operate without CO₂ recycling, but in that case, emissions will be released into the atmosphere.

Startup Procedure:

  1. Connect the plant to 2 Seawater Pumps and 1 Liquid Dump set to priority 2 ( Oil Power&Water Plant requires 3 Seawater Pumps and 2 Liquid Dumps) — this is critical infrastructure for the power plant’s operation. Their inputs are located near the water storage. Set the water storage to import mode (for some reason, this setting doesn't get saved in the blueprint). Also connect pipelines to a crude oil supply source.
  2. The facility is equipped with an electric boiler for initial startup. Set it to produce 12 steam per minute (for some reason, this setting doesn't get saved in the blueprint). Once the system processes its first batch of self-produced fuel, the main gas boilers will take over and the electric boiler will shut off automatically.
  3. When the storage of Medium Oil is full, unpause the main steam pipeline leading to the turbines.
  4. Switch the water storage to export mode set to priority 2 — the facility produces water in surplus. Alternatively, the water storage can be connected to a shared pipeline outside the facility.
  5. Remove the electric boiler — it is no longer needed.
Resource Productivity:
Crude oil Seawater Limestone Electricity Water Fertilizer II Sulfur Graphite Slag Brine
Input Power 174 150 15 - - - - - - -
Output Power - - - 54 MW 90 40 16 7 8 54
Input Power&Water 184 244 15 - - - - - - -
Output Power&Water - - - 54 MW 162 42 17 7 8 88

Maintenance staff: 168

Note: Timely export of all solid and liquid byproducts is crucial for the power plant’s operation. Gases are easier to manage — they can be vented through backup Smoke Stacks if processing is not possible due to full storage, and so on. Therefore, the power plant will issue warning notifications when storage levels exceed 75%.

8. Hydrogen Backup Power Plant⚡

https://imgur.com/a/aHI60m6

In a hydrogen-based economy, there is no inherent backup energy source, so this gap should be addressed. If conditions are favorable and a significant hydrogen surplus has been accumulated, this power plant can serve to balance the system’s energy load during sudden demand spikes, while also producing water and chlorine as by-products.

Resource Productivity:
Hydrogen Seawater Electricity Water Сhlorine Brine
Input 144 105 -- - - -
Output - - 27 MW 135 24 6

Maintenance staff: 37

Note: 1 Seawater Pump and 1 Liquid Dump must be added manually on the shoreline; pipe outputs are provided for them.

Note: For the first start-up of the boilers, water must be delivered by trucks; after that, the facility will provide water for itself.

9. Purification Сell 💨⚫

The cell is designed for carbon dioxide purification and graphite production.

Resource Productivity:
CO₂ Electricity Graphite
Input 1440 4MW -
Output - - 60

This is the maximum possible efficiency of the cell.

Maintenance staff: 140

Note: There is no need to install all chemical plants at once — only as many as required to handle the actual amount of CO₂ produced by your hydrogen cells.

After installing this gas purification cell your hydrogen production will be nearly zero-emission.

10. Waste-Fueled Desalination Сell 🗑️💨🌊

https://imgur.com/a/KG8u8xo

The Waste-Fueled Desalination Cell has been redesigned by removing biomass combustion — since biomass is now more profitable to convert into dirt — and adding the ability to purify exhaust gases from all cells that burn coal in boilers or produce plastic, and possibly even from additional sources.

You can now continue using coal boilers for as long as you like, since at least the exhaust can be handled by this cell as early as the mid-game. The cell features two exhaust input pipes — one from the "top" and one from the "bottom"— as well as a hydrogen input, which now also connects via pipe from the "bottom". All that's left is to connect pipes from the coal boilers and from the balancer near the plastic production to the input pipe of this cell — to completely get rid of the exhaust and, in return, gain some water.

At the "top" of the cell, multiple pipes are routed together. For clarity, here's a list of the connections from bottom to top:

  1. Brine output
  2. Seawater input
  3. Seawater input
  4. CO₂ output
  5. Exhaust input

Note: For the first start-up of the Incineration Plant, water must be delivered by trucks; after that, the facility will provide water for itself.

Resource Productivity:
Waste pres. (Waste) Exhaust Hydrogen Seawater Electricity Limestone Water Сhlorine Salt Sulfur Slag CO₂
Input 96 (288) 816 12 648 6.4MW 18 - - - - -
Output - - - - - - 390 48 24 24 18 384

Maintenance staff: 91

Tip: The cell has high processing capacity, so as before, you can pause construction of about half of its components in midgame.

Earlier Versions (10)

Version Copy to Clipboard Release Date Downloads
10 (Current) 07/04/2025 594
9 06/16/2025 182
8 06/13/2025 35
7 06/13/2025 1
6 06/11/2025 14
5 06/11/2025 5
4 06/09/2025 13
3 06/09/2025 1
2 06/08/2025 23
1 06/03/2025 49

Comments (25)

halcyforn (edited)
it looks great can you change the input output in table its more readable, about boilers i would say better change them to electric later ( you have nuclear power ). hmm can you make simmiliar version with output for plastic and rubber? it will be great alternative for all early big reffineries when all you need is hydrogen fertlizer plastic and rubber.
YuS (edited)
The modification of the basic hydrogen fuel cell for rubber production is already complete; only testing and post formatting remain ;) There are 12 sulfur that need to be used for something)
halcyforn (edited)
sulfur can be always used as fertlizer making this more universal unit we make smaller hydrogen output but we get more universal unit what is need in early game. later you can easy change rubber and plastic production to ethanol. if this is as separate module it will be great.
YuS (edited)
It's a good idea to process all sulfur into fertilizers in the basic cell, but this would require significant modernization and an increase in size. However, there's a catch - even now, I already have so much fertilizer that trucks can't transport it fast enough, all the fields are maxed out at 140% yield, and the storages are full of food)) And this is all on the highest difficulty level. We'll soon be dumping them into the ocean!)
depends on population second catch to your build is maybe unsignifant but the storages for hydrogen should be big on start looking at tech tree i think most people before even hydrogen reformer research bigger storages, the same go with sulphur. this one should be big on start, even creating small ethanol refinery for this will be nice to create rubber and plastic but this is not topic for this, sulphur should be big because i think many players will export it on mass scale for sludge and build their own sludge to gas and hydrogen, i think i didnt saw even nice compact unit for this in blueprints. last thing i think you should just a bit modify this to have 2 versions ( one folder) like this and one to upgrade for extaus scrubber.
YuS (edited)
As for the storage, this possibility exists. If you look at the screenshot, you will see that I am placing the next cell mirrored, and then all 4 storages are together and can be replaced with one large one) In any case, I think this will still not be enough; we will need to build more, separately, because the fuel requires large storage facilities.
np only small sugestion before smoke stack for co2 you should add balancer if somene want connect this to co2 pumps than it can make it easier and if it cloged than system automaticaly use smoke stack, the same you can add for safety balancers for sulphur if its full it start burn it for fertlizer you can add this too but its to extreeme to drop it to water.
YuS (edited)
Do you mean sulfur or sour water? Because 12 sulfur for the economy is probably not much. It is used for copper and glass production.
sulfur i know its small ammout but if you dont have place to store and forget about this plant you will have overflow just adding burner for this about sour water just adding asour water stripper and no problem i preffer dont have this waste.its easy to modify but i think for sulphur should be added one balancer for burner if there is all full i have this on last map ( all storages full and full import for sludge)
YuS (edited)
As paradoxical as it may sound, the next modification will also be dedicated to diesel production. This is for trading purposes, as there is a profitable contract to exchange diesel for gold)) There might also be a gigafactory for fertilizer.
Are these all suppose to be linked together? Or are they seperated?
YuS (edited)
@Uncensored They are supposed to be grouped into blocks along the coast, close to Cargo Depots, because large volumes of crude oil will primarily be delivered by sea in the late game. These blocks can be separated by gaps to allow vehicle access, pipe and conveyor placement, and possibly even railways now. Screenshot 7 shows how it looked in my game in Update 2. Seatrade is important for about half of these cells, while others receive seawater for their operation. Some cells receive oil via a pipeline from the "top", while most emit CO₂, which can be processed at Purification cell that also has input from the "top". All of this can be combined for delivery through the same pipelines. There should be a gap of about two Vehicle Ramps between the Cargo Depots and the cells to make it easy to lay all this connections.In Screenshot 8, you can see that I made it a bit too narrow, which later caused some issues with these connections. Nothing can compete with maritime transport in the game — a single ship in late game delivers around 5000 oil at once.
This looks awesome going to give it a try!
YuS
@Konowl Thanks! I am open to any feedback or suggestions.
T-nm (edited)
@YuS Since the "Advanced Oil Power Plant" can't function if there is a water excess, you should probably mention that emptying the water is also critical. It would need 3 liquid dumps (disable vehicle import for those pumps) for the water version and put the slider if above ~3500 water for belt output, putting export priority higher would also help.
YuS (edited)
@T-nm I added a note about it in the text. Water export needs to be configured manually, since the power plant first needs import water to start up, and then, once running, it should export it instead. If you have a large surplus of water, it's better to launch several new farms and possibly start Food Pak production. Your water reserves will quickly decrease. Simply dumping it into the ocean isn’t the best solution. You can drastically increase water consumption immediately by using the Unity boost that increases farm productivity in exchange for higher water usage.
Should I still even use the oil to diesel cells. Hydrogen can be made from sugar cane farming too. Like which cells are fully for endgame. I won't even need oil at a certain point do I?
YuS (edited)
@wickys Oil is an easily accessible resource, so there's no real reason to give it up — it also provides a lot of fertilizer. All of these cells are already suitable for the endgame; they offer various independent sources of hydrogen. The most you might want to change is swapping out the coal boilers for electric ones, to avoid the need for coal mining and to improve logistics.
YuS (edited)
People build specially expensive FBRs to generate hydrogen, but I don’t really get why — I already have more than enough of it in midgame. This is how much gold a properly configured hydrogen economy can generate. Just imagine how much oil you could buy with that — it’s practically for free. I’m tired of building new gold storages. 😅 https://imgur.com/a/GEDqupK
Can you add full blueprint on what you have in the screenshot or a save file with it?
You know what would go perfect with this? An entire lane for just rubber (Oil-->Rubber) and an entire lane just for plastics (Oil-->Plastics). Just standalone lanes that produce a ton of each resource.
YuS
@Brzydal I could do it, but I don't see the point, since my current setup has many initial flaws — I'd approach it differently now.
YuS (edited)
@iifetap It's possible to make such bp later :) https://imgur.com/a/LusNrQE But right now I'm busy with another big project - Mega Oil Power Plant 300 MW https://imgur.com/a/TU33NPu
i like the oil and hydrogen backup power plants! very easy and compact
YuS
@Pestplatte Thanks! By the way, I also converted the hydrogen plant into a coal to dispose of the excess sulfur by exchanging it for coal.