Military 22
The turret your factory wishes it had: a fan-born legend of the red-bordered frontier.
Military 22 is a fan-imagined concept that has circulated in Factorio community forums and modding discussions as a hypothetical 'endgame' military technology — a speculative next step beyond the game's existing military tech tree. It does not appear in the base game's research menu, but it has become a beloved piece of community lore, a 'what if' that players sketch, debate, and build around in custom mods and blueprint-sharing communities. In the spirit of the Factorio fandom, Military 22 represents the collective imagination of players who want their factories to defend themselves with something more than laser turrets and napalm launchers. It sits in the space between the game's actual military progression and the boundless creativity of the modding scene, serving as a rallying point for anyone who has ever stared at a ghost base and thought, 'I need more firepower.'
- Category
- Fan-imagined military technology (not in base game)
- Origin
- Community speculation & modding discussions
- Inspiration
- Factorio's existing military tech tree (Military → Turrets → Armor → Napalm)
- Status
- Hypothetical / community concept
- Affiliation
- Player-fan lore; no in-game entity
Lore & Background
In the unofficial mythology of the Factorio community, Military 22 is the technology that 'should have been next' after Napalm Launcher. Players who have spent hundreds of hours stacking armor levels, routing military belts through labyrinthine conveyor networks, and watching their carefully placed flame turrets sputter against a horde of red creatures, have long dreamed of a final, decisive military upgrade. Military 22 is that dream given a name. The concept draws on the game's design language: the way each military tier introduces a new turret type, a new armor level, or a new vehicle, all wrapped in the same satisfying click of a research completion. Fans imagine Military 22 as the culmination — perhaps a turret that doesn't just shoot projectiles but rewrites the local battlefield, or an armor level that makes the player's little green robot practically invincible against the endless red tide. It is less a specific item and more a feeling: the feeling of finally having enough. What makes the concept resonate is that it lives in the same emotional space as the game's own progression. Factorio's military tech tree is deliberately sparse — a handful of upgrades spread across a long research path. That scarcity means each new military item feels like a small revolution. Military 22, in the minds of the community, is the revolution that never quite shipped, the 'one more tier' that keeps players reaching for their mod manager at 2 a.m.
In Their Own Story
The base was quiet. Not the quiet of peace — the quiet of a factory that has run for three hundred in-game hours without a single alien incursion, the stillness of a machine that has forgotten what fear looks like. The player's avatar stood at the edge of the red-bordered zone, watching the dust settle over a field of spent napalm canisters. Somewhere in the research queue, a long-forgotten slot blinked: a fan-mod had injected a new entry, glowing faintly amber. Military 22. The cursor hovered. The factory hummed. And for the first time in months, the little green robot felt the electric pull of a problem worth solving.
Reader's Guide
Military 22 does not exist in Factorio's base-game research tree. It is a community-imagined concept, so there is no official research cost, prerequisite chain, or unlock sequence to report. What follows is how the fandom treats it. In practical terms, players who want a 'Military 22' experience turn to the modding ecosystem. Mods that extend the military tech tree — adding new turret types, higher armor tiers, or exotic defensive structures — effectively fill the gap the community has named Military 22. The prerequisite logic in those mods typically chains from the base game's Napalm Launcher and Armor 5, treating them as the final 'official' military steps before the fan-imagined tier begins. For blueprint-sharing, the mechanic is the same as any other: a player assembles a defensive layout (turrets, walls, armor, military belts) and copies it as a blueprint. They can paste it into their own save, share it via the in-game blueprint string, or post it to community sites. A 'Military 22 blueprint' in this context is simply a particularly ambitious defensive design that a player has themed around the fan concept — often featuring layered turret coverage, redundant power, and an almost obsessive amount of armor. The tech-tree interaction is straightforward: blueprints do not grant research. A player must still complete the actual research prerequisites in-game before they can place the items a blueprint references. Military 22, as a fan label, simply organizes the community's imagination around 'what comes after the last military tech.'
Did You Know?
- Factorio's base-game military tech tree is intentionally short — roughly a dozen upgrades from the first Military research to Napalm Launcher and Armor 5 — which is why the community craves a 'next tier.'
- The game's military belt, introduced alongside the military tech tree, is one of the few items that can be placed on a regular belt line, making it a favorite for long-distance ammo logistics.
- Many popular Factorio mods extend the military tree with additional turret types and armor levels, effectively creating the 'Military 22' tier players have long wished for in the base game.
- The red-bordered alien zone in Factorio expands over time, and the game's own design encourages players to treat military upgrades as a long-term, incremental process rather than a single endgame unlock.
More in Technologies & Blueprints
Elsewhere in the Factorio universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
