Ammonia FP Power & Water 140MW

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Updated
07/08/25
Created
06/26/25

Description

Ammonia FP Power & Water Plant

The facility generates 70 /140 MW (net output) of power and 400/800 water from Ammonia, becoming available at the transition between midgame and lategame. It is arguably the most original power plant in terms of operating principle — combining simplicity, reliability, elegance, renewability and power with a moderate construction cost. Its main advantage is that it produces absolutely no waste requiring special treatment or storage. It releases only fully inert substances into the environment — nitrogen and brine. Absolutely clean energy. The plant operates through a trade contract that exchanges Food Packs for Ammonia. The collaboration between the Hydrogen-based economy and Food Pack production created this bizarre technological beast.

Startup Procedure:

  1. Launch Food Pack production: https://hub.coigame.com/Blueprint/Detail/624.
  2. (Optional) If your agricultural output is modest, boost Greenhouses fertility to 140% using the Food Pack to Ammonia trade contract and fertilizer production (blueprints for this are included in the link above).
  3. Build the Cargo Depot for the power plant. It should include 6 modules: 1 Unit Module III for Food Packs and 5 Fluid Module III for Ammonia — set to priority 2 ( you can plan for an upgrade to 8 modules later, so leave enough space for 2 more).
  4. Construct the power plant and connect it with two 450 pipes to the Fluid Modules for Ammonia (via a fluid balancer), and one 200 pipe for Hydrogen to fuel the ship. Also connect the plant to 3 Seawater Pumps and 3 Liquid Dumps set to priority 2.
  5. Make enough ship deliveries to nearly fill the Ammonia and Hydrogen storages. Most electrolyzers come pre-paused to ensure a smoother startup. If you have the available energy capacity, you may unpause even more electrolyzers for a faster startup.
  6. During this process, the ship can already be upgraded to run on hydrogen fuel. In regular operation, it should run in economy mode.
  7. Unpause the gas boilers and all electrolyzers.
  8. Switch the water storage to export mode, or preferably, connect it to a dedicated 450 output pipe.
Resource Productivity:
Ammonia ( Food Pack ) Seawater Electricity Water Brine
Input 504 ( 84 ) 315 - -
Output - - 70 MW 405 126

Maintenance staff: 236 ( + Cargo Depot, + ship)

The facility produces enough water to support Food Pack production and additionally supply 5–6 Greenhouses II, which is more than sufficient to fully sustain the entire production cycle.

The plant can be expanded by attaching an additional blueprint (screenshot 1 and 4), doubles Food Pack production, increases output to 140 MW, upgrades the Cargo Depot to 8 modules, and switches the ship to standard fuel mode. In this setup, there will be a slight fuel shortage for continuous delivery by ship — about 130 Hydrogen every 4.5 months, which must be supplied via an additional Pipe 60 to the Cargo Depot. This happens due to the specific trade ratio: one of the fluid modules will always remain empty, slightly limiting import throughput. This can later be fixed with Offices, which improve contract efficiency and may fully eliminate the bottleneck.

The Ammonia FP Power Plant has approximately 25–30% higher grain efficiency compared to the BioDirt Power (assuming biomass, compost, and dirt are not taken into account). Therefore, it makes sense to use small-scale BioDirt Power Plant that run primarily on waste, while relying on large-scale Ammonia FP Power facilities for high power output based on grain consumption.

Interestingly, this technology is already being actively developed in the modern world, as transporting hydrogen in the form of ammonia is much easier and more practical than in its pure molecular form.

Comments (5)

It's a really neat idea, though my first glance is : is it more worker efficient to use woodchips, since woodchips can be grown on lots of fertile land, and the main use of workers is in the farms to make the saplings.
YuS (edited)
No, the productivity of wood on an area equivalent to 5–6 greenhouses will be small — I can’t even imagine how small. I previously tried playing relying on it to save coal, but I always had problems with wood. But the agro output is quite huge, so I even stopped using nuclear power because it became unnecessary. The point is that we don’t use grain directly, but convert it into a higher-value product, which we then trade for raw materials. This process creates added value in the economy. Is there a problem with the workers? They don’t eat much but produce a lot.
YuS
https://imgur.com/a/31vwEtK
YuS (edited)
Wood production is low-yield, though it requires fewer workers, making it useful in the early game. Starting already in midgame, agriculture becomes highly productive, making it more reasonable to allocate land to farming instead. Moreover, agricultural products can be converted into fuel, gold, uranium, copper ore, and energy, whereas wood lacks such versatility in application.
YuS (edited)
A simple example from economics: you have a worker you pay 1 dollar, and they earn you 5. Then there's another worker you pay 3 dollars and give good tools — and they earn you 20. This is the principle of investment efficiency — don't choose what's cheaper, choose what gives the best return on your invested resources (money, energy, labor, etc.)