Thanks for watching folks! For those interested, here are the other videos in this series: Why the Institute is Evil: ruclips.net/video/tUM0SATV1Pw/видео.html Why the Brotherhood of Steel is Evil: ruclips.net/video/ovDSvyS8WgQ/видео.html Why the Railroad is Good but Flawed: ruclips.net/video/FvZS0Irv6nk/видео.html The Evil Ending to Nuka World: ruclips.net/video/Ly4IAlNpBLE/видео.html The Good Ending to Nuka World: ruclips.net/video/ujji8ZDCH8g/видео.html The Good, Evil, & Best Endings to Far Harbor: ruclips.net/video/EKSV2vQrFtc/видео.html How to Navigate This Video: 00:26 - Part 1: The Minutemen's Faults 05:19 - Part 2: Leadership Problems 12:29 - Part 3: Who Helps the Most People? 16:05 - Part 4: Individual Liberty & Choice 21:03 - Part 5: The Value of Human Life 23:18 - Part 6: The Minutemen are Not Rulers 25:56 - Part 7: Why the Minutemen are Humanity's Best Hope
Oxhorn I downloaded a mod called buffed minitemen militia I think it was in your top minitemen mods but I like the mod makes then a force to be reckoned with
Literally all of my settlements never gotten attacked after I buffed them all with super destructive OP sentry bots...now for once I miss Preston sending me to help settlements.
@@Wondering_Soul7 I downloaded a mod that let you buy minutemen with caps to defend settlements. I was rich as hell before I downloaded it. Im still rich, but I haven't been sent to defend a settlement in a while.
Maxson: People of the Commonwealth we have come to save you. Citizens: Hurray it’s the Brotherhood of Steel Maxson: From Yourselves! Citizens: Oh no it’s the Brotherhood of Steel. *Gatling Laser Winding up*
The Minutemen: You are being saved, feel free to assist or stand by. The Brotherhood: You are being saved, please do not resist. The Railroad: The Synths are being saved, the rest of you can fend for yourselves. The Institute: You are being kidnapped, replaced, experimented on, and killed, You Will Not Resist.
True People's Militia. Common folk with enough morals but also know-how and training, free willed. Some countires nowdays have such branches in the army, consisting of volunteers, not proffessional soldiers. People who have their daily jobs and are everyday civilians, but can assemble when need be.
Hell yeah I agree, but... I would also not want to, because Quincy is such a warzone, I love it! If we could take it back, where would I go to fight war? :( Really, Quincy is like the toughest "dungeon" in the whole of the Commonwealth. I remember the first time I walked through it, on my way to get Billy home. I almost died lol. One hell of a fight, did not expect it.
Veroxzes I did Quincy by accident on my perma death survival Run. I ran out of bullets, I was alone, and only had Grognak's Axe and X-01 Power Armor. I was knew I was done for and just gave up on it. Suddenly, as if I was hallucinating, I hear laser musket being fired. "Aww jeez, now they have laser muskets" But no. A black man, with only a crappy +4 Laser Musket appeared on the horizon. "It was Preston! He must have heard my pleas and came to my rescue!" It was beautiful. He covered me from the rooftops while I charged in only wearing it one leg of Power Armor. After a hard fought battle and many chems later; I approach my ally, only to hear "Another Settlement Needs your help. I'll mark it on your map." And then he just walks off... It was an experience that made me just take a break from the other factions and jointhe Minute Men, if for nothing else than to get another experience like that.
@@MrPsych77 and the boston area soooo much safer. I swear ever since I made robots as suppliers, I see them fighting mutants left and right and they can never lose because they're so OP
My current character (I used mods to give myself a few perk points but that’s it) is level 95 and I have 10 Charisma and 10 Intelligence with all the perks from them. I also have 10 Endurance with all perks. And all the others I don’t care about that much.
@@regalcartoon5932 and is it any fun? I leveled a character to around lvl 80 in survival mode and don't play with it anymore because it is just too overpowered, can't imagine how an edited lvl 95 can be fun.
On my very first playthrough i was a flailing newborn. I did my best for Garvey and he made me general. I felt like I owed him and the Commonwealth to live up to the title. And when the Brotherhood proctor said to 'force' MY settlers and MY minutemen to fork over the crops to them for no reason other then "we are the brotherhood", i marked him for death that and I wanted Maxson's coat
i mean...Maxson's got drip....his coat feels...cozy thoo i also want Captain Zao's submariner coat...buuut i dont wanna kill him...ill settle with his first mates hat
Playing the Minutemen is like the Hardest difficulty campaign. Brotherhood is easy, Institute is easy, but with the Minutemen your rebuilding and uniting the entire Commonwealth and fighting against the onslaught of Raiders and monsters. I love the challenge and the pure intent of the Minutemen.
Trust me, if you have the winchester p94 mod installed, the airship down quest is the hardest quest youll ever do. No matter what kind if power armor you have, a few p94 shots and youre dead
I love the Minutemen, because it's very satisfying watching them start as the weakest faction in the game, but when you start doing quests for them, they slowly build in strength until they're a force to be reckoned with. And if you complete the main quest with them, their flag flies in Diamond City, they patrol the roads, and that, combined with over 30 Minutemen controlled settlements, turns them into the MOST powerful faction in the game by rallying the entire Commonwealth behind them, all because of your hard work. While the other 3 factions were around and at the peak of their power before you join, and you don't really see the effects of your actions.
every other faction: "I destroyed your settlement, whatcha gonna do binch?" minutemen: *maniacal laughter* "you fool.... I HAVE SEVENTY ALTERNATIVE SETTLEMENTS"
As someone who regularly plays as a Minuteman, I have to repeat what a good friend of mine said about Being the General. "The General is not a ruler or a dictator. They are a leader, an example. They do not sit in the background, commanding and ordering. They lead, forging a path for the future." Anyway, love ya, Ox. Prolly never see this, but have a great day,
While I agree with that, I just want to send out a few Minutemen to handle a settlement that's being attacked while I build up one on the other side of the map. I don't enjoy dropping everything in one settlement to go help out another.
7:18 Danse: But when Maxson took over, he single-handedly re-prioritized the Brotherhood from the ground up and put us back on the path to glory Sole Survivor: Ok, that great Danse but could you back up just a little bit?
The Minutemen is the most logical pick for the Commonwealth when compared to other factions. The BOS pretty much just showed up out of nowhere to salvage tech and build their power, the Institute eggheads are completely detached from life on the surface and sending synths all over the place, and the Railroad is by every definition a joke.
Ignoring feelings ultimately BOS is the best hope as a sentinel you have a decent amount of influence in the BOS and leading the minutemen in case of corruption in the BOS
@@retardman1476 The Minutemen ending is poetic since Nate is the Sole Survivor of the Pre-War United States Army. Siding with the Minutemen ensures that he carries on his legacy serving his country.
@@retardman1476 yes you're a sentinel which is the second highest rank, but you are not the elder if Maxon ordered you to be killed your position as sentinel would mean nothing and tbh i don't think he would appreciate having his second in command create an army larger than his the best thing to do is to have him killed and take his position as elder over but it would have to be done in a way that it doesnt come back on you then youd have to de brainwash the bos to accept your ideas unless u want another outcast scenario
@@retardman1476 they don’t hold the commonwealth in mind, though. We’ve already been shown this when the bos just… let a city fail because they needed its reactor for something. Just took it, and left.
None of the factions are what they seem. The Railroad is powerful because they are commandos. Forget their seeming appearance as do-gooders. The BoS are just zealots, and not very bright. The Institute are evil fools. The Minutemen are preferred because they are the only faction that could become the kernel of a real government. But taking out the BoS and the Institute in quick succession via the Railroad is very cool
The Minutemen were always my favorite. And unpopular opinion... I actually like Preston. Yeah, he's fun to pick on, but he has the Minutemen's ideology at heart. "Protect the people at a minute's notice." "Protect the People"
I actually used to despise him but then when I heard what happened to the original minutemen I thought about it once you help them get resources for retaking the castle I decided to finally help the minutemen by building robots protectrons and assaultrons guarding the settlements building houses then putting turrets on every corner and even naming a town "Starlight Town A Home For The United" filled with railroad agents, minutemen, and ghouls and the refugees that live there Sheffield the vault tech rep and various others I basically try to make it like a actual town it took me 3 days to build it I usually try and make the settlement safe and secure then when it's done I sit down with Curie my other companions walking around and seeing the settlement Shine a light to the stars As a joke on the barriers I put mutant hounds as guard dogs my friends laughed at how I said "Release the hounds!"
I quite like the faction. I wish the BoS, the Railroad and the Minutement could cooperate for the greater good. The minutement and the railroad can do it, but the BoS is doubtful in its current state
I actually think of them as the most interesting part of the entire game as it gives me an actual reason to explore the commonwealth and a general direction to go into
The Minutemen aren’t scared to stick out and help where they are needed, they rather fight tooth and nail than let raiders pick off a single caravan, they are the justice of the commonwealth and that’s why I love them
@@pendragonxt3674 ehhhhhh the NCR are more dictative in my opinion, dont get me wrong they're not tyrants but it's more like its they're way or no way, your basically forced to join them if they take over
@@truthfullyidk2925 still better then maxons brotherhood of steel as far as I am aware you aren’t fucked if your a sentient goul, friendly super mutant or even sentient synths if they ever come across them at one point
The Brotherhood has an airship with power armor The Institute has an underground base with robots The Minutemen have a castle, artillery and like 100 settlements with people willing to defend it, they alone win on the community aspect, they have something the others don’t
Maxson: *gets respect by killing a deathclaw with nothing but a combat knife.* Level 200 meelee build sole survivor: *pulls out a standard walking cane* Hold my potato.
I have genuinely done that in Fallout 4. Where I get so high level in the game I just use the Walking Cane or Rolling Pin for fun, but also just because they get the job done just as well as my fully modded Sledgehammer or my bare hands.
@G I B B Y Sarah was assassinated so maxon could take her place on jah. But still even danse would make a better elder then maxon, he constantly talks about the brotherhood not actually helping the people of the commonwealth and that they need to start acting like they care, he respects the resourcefulness of the ghouls of the slog. And during blind betrayal he gains perspective on his own bigotry. Mostly I wish there were more brotherhood like Roger maxon, Lyons, Jacob, and even macnamera. People with vision and perspective on the world instead of being another link of the cult of xenophobia and technophobia
People always like to point this out as a negative but it always reminded me of medieval and ancient warrior kings. That would fight alongside their men just as much as they dished out orders from their thrones.
@emismpunk Not just medieval times, though mostly. The King of Belgium still commands troops. In WW1, their King Albert took personal command of the army, and lead from the front line, fighting with his men, while his wife Queen Elisabeth worked as a front line nurse. He fought in the Siege of Antwerp, the Battle of Marne, and the Battle of Yser. But then he also died while mountain climbing, so he was clearly a live-on-the-wild-side kinda king.
@@Pro_Butcher_Amateur_Human makes me wonder who was leading the country while the Belgium royalty was on the front lines did they have something like Great Britain’s prime ministership or something
@@necfreon6259 pretty sure the Belgian king wasn't leading the country by himself anyways. Sure, he was an important political factor in the country, but by WW1 the days of absolute monarchy were long gone in most countries.
Also a couple more things to add - there is no two-way communication in the Minutemen. Not like the general can just sit in the castle and give out orders across the Commonwealth. Another thing to note, probably the most important one, is that F4 is not a strategy game. Sure, the devs may have messed up some things with the settlement system and especially with how annoying the "help settlement x with y" quests are, but aside from that it does kind of make sense that the general would have to be more involved in the field, with the lack of any real long distance communication.
It’s the reason why the Commonwealth Minutemen is my favorite faction in all of Fallout. It’s not an army that wants to take over territory or secure some particular resource. It’s just people trying to look out for one another. In a way, the Minutemen turns the Commonwealth into a connected functioning community. They trade, they build together, and most importantly, they come to each others’ defense when threatened. What makes it special, is that you, the player, can make that happen when you put in the effort and dedication. Like Oxhorn said, you can take the weakest faction and make them the strongest, built on actual decent ethics and with a sense of humanity.
ThePeople Persons at more countries people have overthrow their corruptive goverment it not just you but france, China during the Qing, Russian empire, many countries that their leadership have gone the wrong way. But building that country after overthrow the last goverment is even more difficults. Many leaders in history have fail to do that but some have archived those goal and their countries have been stable and growing but many countries have grow up through bloodshed , corruption and violence againt others is nothing to be proud. These leaders doesnt built a country but build the fortune for themselves and only themselves and friends and families not the people they gorvern. Sorry for my English.
And then followed taxes an corruption just like the leadership before it lol Minutemen failed the first time because of political flaws and lack of solid leadership what did we learn from Caesar's Legion that's right when the head dies the rest follows soon after the Minuteman wouldn't be a long-lasting military force will never be anything more than a militia
I know this is late, but I would like to voice a similar but different complaint with the Minute Men. When I was a Corporal in the Marine Corps, I had men under my command, an E-4. And I had brave Marines willing to follow me or act in my absence. This is what I think is missing from the Minute Men. I don't want to act like a raider boss, I WANT to be able to grab some Minute Men to go WITH me, and go to defend a settlement OR if I am stuck doing some other quest, send others to act in my stead. I don't want to be free of Crimes or have caps delivered to me. I want to be able to be a military leader. What should of happened after a point is when you have a Minute Man quest, it should be a two way conversation. Preston "Hey, X n X needs pur help, its (enemy here or quest there)." You 1 "Round up some men, we're going in." (Lead a team into the fire fight) 2 "Hows the defenses there, think they will hold?" (Have them deal with it with their own strength) 3. "I won't make it in time. Who's near by?" (I'm in Far Harbor, or doing the main Quest, stop bothering me with a radiant quest) 4. "Whats the situation?" (More detail) Again..I don't want to be a raider boss, but I DO want to be able to take this weak little faction that I have turned into a juggernaut of justice..and let it flex its muscle outSIDE of the flippen GENERAL going in alone with a Reporter to take care of some bull crap. Its true, the best leaders LEAD from the front, but Patton didn't have privates telling him to go clear a German Bunker, because the Private General Patton trained..can't be assed to help or do what HE signed up to do as well.
Yeah that's where the game mechanics let the faction down, if you are not personally there the game rolls dice, effectively, to decide the outcome, and even with excellent defence the number used in the dice roll caps out in such a way that there is always a chance of failure no matter what. But if you are able to go defend the settlement, you can call a minuteman patrol with the flaregun to join you...
If they made it like skyrim where u lead an army to battle like you go with ralof and some stormcloaks for example to save some captives would have been a nice addition
What really made me reject the railroad was how Desdemona pretty much insults Nate. After you leave the institute for the first time, she tells Nate to his face that she doesn’t believe the Minutemen have the best intentions for runaway synths. The fool doesn’t even realize that she’s insulting the general of the Minutemen(Who pretty much helps them save synths!) so instead of asking for a faction team up, she tells you to reject the Minutemen(which doesn’t help the Commonwealth at all). The BOS is a cool faction but it feels like they’re too similar to the NCR. So in the end I always pick the Minutemen. Plus customizing the Castle 🏰 is fun.
The railroad is the leading supplier of super raiders to the commonwealth. Of course they want you to abandon the faction killing the most of their synths. Any playthrough that ends with the railroad alive is an evil playthrough.
@@peterhans3791 thats quite a conspiratorial way of looking at it. I dont think the railroad actively want the synths they free to become raiders, and the claim that they are "the leading supplier of super(?) raiders to the commonwealth is pretty ridiculous lol.
@@Groobis they wipe their minds and send them off unprepared into the wastes, what life would you expect them to take up other than raider? And the Institute goes out of it's way to clean up defective synth...so the railroad by stealing institute property, concealing it, and recklessly unleashing it upon the commonwealth is indeed the leading supplier of superhuman powered raiders in the commonwealth. There is a reason that the railroad is the only faction where liquidating them is the easy and entirely guilt free solution (and yes, I'm including nuka world in that statement)
@@peterhans3791 look, I generally disagree with the way the Railroad handles gen 3 synths, but as far as I'm aware they dont just wipe their minds clean, drop them in the middle of the commonwealth and go "Good luck" they have a network to try and give the synths a decent chance at living a normal life. I mean, compare the amount of escaped gen 3 Synths living lives like a regular human would (Harkness, Magnolia, Captain Avery and Sturges to name a few) compared to the SINGLE escaped synth raider (Gabriel) Besides, gen 3 synths (bar maybe coursers) aren't exactly superhuman, the only "advantage" a Gen 3 synth has over a normal human is the fact that they dont age, apart from that they can be shot, burned, drowned, irradiated and otherwise mutilated all the same as a human can. its also pretty crazy to me that you see killing the fucking NUKA-WORLD RAIDERS as less morally justified than the Railroad. the Nuka-World Raiders Murder, torture rape and enslave people purely to benefit themselves, they have no motives beyond doing what will benefit them the most, they are well aware that their actions of reprehensible and they simply do not care. the railroad, however questionable their methods may be sometimes, are at the very least TRYING to benefit the wasteland, they are at least attempting to do SOMETHING to benefit others at their own risk, the same can't be said at all for any raiders, much less the Nuka-World Gangs.
I don’t understand why people accuse the Minutemen of any economic style. They could literally work in any way. All they do is protect people because it’s a good thing to do.
The problem with that kind of altruism is that unless you have some kind of payment system set up you're gonna run out of resources, ammo, weaponry and morale. It's a noble thing the Minutemen started with though.
Definitely, the best part is that they don't need to tax the shit out of people too. Fallout has a weird economy but overall, caps can be anywhere in those cities, making it easier to scavenge. They most likely took resources from the raiders they fought too, taking the caps and ammo for their group. Another thing you need to consider are the provisions provided by the governments in Fallout 4. In the long and short run, supplying a militant/charity group focused on helping and defending groups are extremely useful; the fact they don't aim to conquer the Commonwealth also makes them very appealing to other government bodies. Any governing body could see the benefits of the Minutemen. Difficult task, such as providing safe roads or vigilant protection of farms are tremendous in the economy of any city. Obviously, farms provide food and caravans provide trade. The Minutemen ensured the safety of these groups, making them a very worthwhile investment from other governments. Then, you also have the contribution of civilians or caravan groups. Caravans would definitely invest into the Minutemen to help keep them going and possibly even lower their prices in hopes of getting more protection. Civilians would also want to help in the Minutemen's development for security, possibly by helping the Minutemen with safer charity work, such as building houses or distributing food.
@@ShadowSonic2 Yeah, that’s why the Minutemen gain the Personal Trust of Settlements. People remember when you do good by them. And they would want to stick with the Minutemen because they’re the only Group who protect the Settlers regardless of anything else.
The main reason why the people hate the minutemen is because of the annoying side-quests and the inability to command and send squads to settlements with ease. If Bethesda implemented a patrol system for the minutemen where you can either personally deal with the situation or send a group of minutemen to diffuse the situation, add to that a few more missions like retaking Quincy and helping to mediate the creation of the Commonwealth coalition / the Commonwealth republic, then they would be the best faction in the game.
I agree, Bethesda had so much potential to make some meaningful Minutemen quests like a Quincy liberation or like what u said, about helping to revive the CPG. I dont understand why they dropped the ball so hard on that, given that it would have given the minutemen more of an incentive to be played. On top of that, a patrol system and response groups from minutemen would help but maybe a late game thing, where its not really an option early game cause its only a handful of people, but when you get to the castle, it becomes an option. I know what im saying is long past the idea of making it into the game but i like thinking "what if" a lot
That's actually the reason why I'm not crazy about The Minutemen, as a player. Oxhorn is absolutely correct about why they're the moral choice, which is exactly what makes them a boring fraction; a bunch of goodie two-shoes... two-shoeses... whichever... They need some flaws, some moral dilemmas that are fractioning their unity, some tough and questionable decisions they have to make, some struggles to balance honor&pragmatism that would make them interesting. If they're gonna be committed to doing the right thing every time, they should be failing miserably as the downside of it(like Followers of the Apocalypse, for example) and therefore contribute to the brutal-darwinist atmosphere of the Wasteland that way. The fact that they're both good and successful just doesn't work...
The problem with that batuhan is that they are just like the player they grow as the player grows as long as you do the mission. See we came after they had their flaws and moral dilemmas aired to the public like yesterdays laundry. And for it people gave up on them turning away and ultimately just forgetting them out right
+Robert I'd be more interested in playing them during their fractioned era, is what I'm saying. It doesn't make sense that the same Wasteland that allows such a noble organization to blossom, also falls prey to other brutal factions. My suspension of disbelief fails when I see no one abuse the favors and the benefits that come from joining them. The philosophy of the original Minutemen was rooted in a very pessimistic view of human nature and came to the conclusion that the only way corruption could be avoided in law enforcement would be to have the public having a direct interest in its success by bearing arms themselves and due to having their own asses on the line in case of failure, giving their best efforts in order to to protect their own rational self-interest. That's why they were against a standing army; no human being could be noble enough not to abuse the power of an office that has the monopoly on justified use of force. This had to be adressed in the game, by having the settlements living some ingroup struggles or bickering sessions with each other. This way, it feels like The Smurfs Village reigning supreme over a super mutant infested killing floor. Their operation shouldn't run this smoothly; how does an organization that has been founded on the principle of accounting for the selfish nature of human beings, finding this many alturistic individuals? I guess if the player is virtuous, then The Minutemen remain virtuous which results in having the reward of the command of a powerful faction. Then, if that reward was already there, what were the selfish individuals who previously failed The Minutemen waiting for to walk the path we did to build them up, to gain that same reward for selfish reasons? Having to depend on one man's commitment to doing the right thing is the opposite of Minutemen philosophy, which is automatically assuming all men who wield power are corrupt and therefore the effect of all offices&titles they hold should be minimized as much as possible.
I realize this video is more than 5 years old, but I'm late in getting into Fallout 4 and am just now finding and enjoying your videos. I don't know if you'll even be aware of this comment after so many years, but I just wanted to say thank you for your series of videos on the different factions in the game. You have taken what is "just a survival game" and raised it to the level of deep philosophical and moral ponderings. When I encountered the Minutemen, they were the only faction who truly stirred my heart, and their ideas of what the world should be like was the only vision that made me want to stand up and say "YES"!! Every other faction works ONLY if you have a strong leader with good morals, but with the Minutemen the true function of a leader is to inspire the people to believe in their own abilities to be good and better than they have been. The minutemen actually fail if all there is is just another strong leader, because the true strength of a civilization lies in all of its citizens wanting that civilization to be the best it can be. Imagine if Preston had come up to you and said " I am the General, because only I have the vision to see what the Minutemen should be. And that is why you should follow me." It would have placed the minutemen on the same level as the leaders of all of the other factions. But instead he says "I believe in you. I believe that you can do this." This is the true strength of the Minutemen: that they believe in the ability of EVERY citizen to want the best for everyone. There is a maxim that every religion, all of science, and a lot of philosophies and political theories point to: "Life flourishes when there is mutual benefit and cooperation." And that is what the Minutemen stand for.
It ain't never too late to get into anything. Hell, I'm playing the game now again and trying to explore every part of the land to see what I missed. So, give it a go and challenge everything.
The minutemen are the only faction that allows you to rebuild civilization. They’re the only ones who are fighting for settlements freedom, for the commonwealths freedom. And I think that puts them on the same level as the minutemen of the American Revolution, not just in looks and ideals, but in their efforts to obtain and defend liberty and freedom. That’s why I sided with them and why they’re my favorite faction
the minute men dont do shit its all the sole survivor you can rebuild settlements with out the useless bastards personally i tried to slaughter them all they are way to weak to want to join brother hood of steel all the way
@@anthonyhepburn3516 Your complaint is just that of gameplay mechanics. You could make the same argument about any of the factions. In the end YOU are the one doing all the heavy work because that is how the game is set up.
And with the we are the Minutemen mod, they actually improve and get stronger. There’s also another cool Minutemen mod called The Far West Minutemen that makes them actually a lot stronger.
Preston didn't fight for the farmers. He fought with the farmers. Ever since the 1800s the "minutemen" have been an army of the people, not the government. The name may change, but the cause never will.
I think that in cannon the minutemen are on par with the gunners it's just Bethesda was lazy and made them level 1 settlers. When you go to the castle you find all sorts of weapons from flamers to rocket launchers heck even a fatman. I use the mod buffed militia cus that doesn't really change the factions style it just gives them better weapons and armour and makes them level with you. My explanation for them having all this equipment is they've been raiding gunner stockpiles.
@@tonk4601 Not to mention all the weapons left behind after you wipe out another nest of bad guys. Like going to the Slog settlers after you clean out Saugus again. "Oh, Saugus is clear again, could you send a few folks down to help clean up all the guns and armor? Thanks!"
I feel so bad for Preston. As annoying as he is, he is easily one of the most noble characters in the game and is clearly a very good person. He cares so much about everybody and about the common people. He just wants everyone to live well, be fed, be happy, be healthy and be at peace. He is one of the only characters who really cares about eliminating evil in the commonwealth. He lost all of his former superiors, most of his friends and his family is dead. He didn’t deserve to lose that much.
Preston's annoyance in my opinion is just a side effect of video game logic. However lore-wise. Preston is a extremely important and valuable soldier. He's the General's right hand man. A lot of administrating and planning is done by Preston. Like for example, taking back the Castle, as well as coordinate and communicating with other Minutemen and settlements.
@@chriszhang1660 what factions sacrifice thousands for 1 person in the fallout universe brotherhood doesn't enclave doesn't NCR only want there tax money and every other faction except the minutemen this is the fallout universe not the real world were on about factions
I'm sure if some former members of Lyons' Pride came to join the Minutemen, if they're still alive that is, the Minutemen would allow them to do so in a heartbeat! If they heard of Elder Lyons, they would probably cry tears of joy because he truly cared about the people while Maxson....just doesn't have that same flare.
@@firefi1960 I say this from a game machanism note, but raiders still might. If you food and water added together sums up more than your total defense, you may find raiders attacking your settlement, no matter who is there to defend it. Realisticly, they'll probably say, ''nope.'' And go elsewhere unless they're desperate. Then those fools will go attack your settlements. Only to be killed.
This is my favorite faction. It is moral, justified, they are the underdogs, and we actually help people and work together. I feel good doing a playthrough of it. We may not be the strongest but we do it all with great intentions.
@@venessaap25 Gameplay wise they're weak but lore wise im sure they're better than the game portrays them. Although they're probably still the weakest faction in that period of time, but I feel if the commonwealth supports them enough they'll be able to get rid of the factions around them. Not to mention they use artillery which is a huge bonus to them.
@@daechang3955 Yeah , all what they is an overpowered anime protagonits like the sole survivor in order for them to rival even the railroad . Your favorite faction does not magically become objectively the best in game just because you joined them .
@Rijal Jose It is sad...a good idea for Fallout, having a genuinely altruistic group who suffer from real problems of lacking numbers and resources. Your quest is to help them upgrade to a proper force to do good again. And it's all done in such a boring way.
When I played with the minutemen I actually kept playing after the main story line because I just wanted to keep building them up to keep getting each settlement one by one to build artillery in each one to get more settler's to have shops and farms and protection at each place that was once just a little farm when you play with the minutemen you never lose interest to keep going
When I get bored just started doing the minutemen questline until they venture you roles but the Institute Rose with a more so practically neck to neck
I love the minutemen. I actually enjoy building settlements and changing the commonwealth. I just wish I could deploy units to defend locations when they are attacked. While I am doing other missions. Like building squads giving them ranks and naming the units would be cool.
even the smallest farms i always...ALWAYS make sure there are atleast 3 turrets to keep em safe juust in case i get notified they get attacked while im deep in a ruin
Yes, that’s right, minutemen are the best think that could happen to Commonwealth. We help people in minute notice, we respond in minute notice, we are the minutemen, we will make Commonwealth one big settlement that will no longer need someone’s help. But before, you must help some settlement, I’ll mark it on your map.
I think it's unfortunate that you can't appointment officers for the minutemen. There are a few companions who would be amazing officers (examples.. Paladin Danse or McCready). I also would've loved to be able to introduce the minutemen to the railroad or another faction of your choice to ally with each other.
I think allowing the minutemen and railroad to collab is a missed opportunity, they are both the good guys compared to the shadow government esque institute or the tyrannical brotherhood. These 2 should have some overlap
Kind of wish there as a form to have allies. Like for example if you progress far into the Railroad quest but get banished then during the final battle against the institute you should have not only minutemen fighting but also rebel synths and maybe a few railroad agents fighting alongside them. Like look at New Vegas if you ally with factions against the legion then you see them at the Battle of Hover Damn Again this just proves how incompetent Bethesda is at story telling
Paladin Danse couldve join the minutemen after the Blind Betrayal quest. Where his dialogues began to change into minutemen based. Even with more side quests with him to learn minutemen route.
At the end of the day when I open up my pip boy map and look at all of the settlements that have joined the minutemen, look at the vast supply lines I’ve built up, the settlement happiness, seeing thriving settlements, I feel pride. I’m proud of how I as well as the minutemen have evolved and what I have built it up to be. Now, I cannot imagine siding with any other faction. They are truly the best hope for the commonwealth.
That and all the other factions you can side with are Incompetent,Selfish,Racist,Hypocritical and/or straight up Evil. The Minutemen are The Best Hope for The Commonwealth because they're the only one that actually cares about The Commonwealth.
This video made me cry. When you were giving the speech about how the sole survivor becomes the strongest in the Commonwealth but almost died from radroaches when exiting vault 111. it just hit something in my soul. Even in real life it rings true. We can build ourselves up to anything if we are dedicated enough
@@nedbrown8783 yeah, and we currently live in a world where people will murder each other over a Twitter post, crying over a video game seems very tame imo lol
That moment when you tell Preston you didn't sound the evacuation alarm at the Institute is one of the few moments his voice actor actually lets Preston show emotion. If he acted like that more he'd be a more interesting character.
@@NetworKrakle God that’d be dope tho. I feel like the canon ending would be the Minutemen destroy the Institute along with the Sole Survivor, but if they came out with a new game to give a straight answer I’d be happy af.
I think F5 will take place somewhere in the Midwest. Personally, I am gunning for a Fallout game set along the Mississippi River, starting in New Orleans and slowly working your way up the river securing cities along its banks (i.e., Memphis, St. Louis, the Twin Cities, and as DLC Vicksburg/Jackson, Baton Rouge, and Shawnee National Forest), to have a trade network that spans the river. My idea would be that each stop along the way is its own individual map, which you travel to by boat, each map being the size of F4's map with unique factions in each stop, with there being 4 significant factions that exist along the river, the Brotherhood being one of the major ones, but each major faction will be the morally right choice in only one stop. Before you leave the starting area, you must choose one of them, and you can never leave them when they do something you don't feel right with along the way. This idea would take years and years to work on and would be the most complex game ever made, but I feel that if it is ever made, it should be the last Fallout game ever, the ultimate achievement for the franchise.
@@drewengel7073 Mostly think this is a cool idea save the not being able to leave bit. In a Role-Playing game if a faction I join decides to do something I feel is greatly against my characters own alignments to the point of leaving, I’m gonna want that character to leave.
It really sad that a lot of people find it hard to think of the concept of doing good for doing good sake. A good person helps those without asking for anything back. A good person does not need to be asked to help someone. And a good person values the lives of others. That guy who demanded that he have massive power because he is the general, that is not a good person. That's a demand of respect of authority. Those are earned in game and in real life, title means nothing if you haven't earned the respect it comes with.
Clattertrap I totally agree with you on this the world would be really bad if everyone was in a constant power grabbing state such as the Institute or Maxon's BOS (the Railroad is nice and all but disconnected from others concerns). Really in the end it is factions such as the Fallout 3 BOS and the Minutemen who strive to better everyone by helping others first, a truly noble and selfless trait.
Ethan B we've got a cult, authoritarian, and an isolationist faction while the Minutemen are more about freedom for the people, rather than be the protectors they see that if the people can unite they'll be the ones protecting themselves expanding their numbers. It is better to teach a person to defend themself than to be their protector and that's what the Minutemen is doing, BoS promises to protect these people but that still leaves those people vulnerable since they refuse to teach those same people to protect themselves, and Maxons Brotherhood only seek to benefit themselves so keeping the people of the Commonwealth reliant on them leaves them vulnerable forcing them to comply to the Brotherhoods demands without question.
I think it is important to point out that the person Oxhorn quotes said "accidentally" shoot someone's head off. As in while defending a settlement an innocent person dances in front of your gun as you are shooting the enemy and gets hit by friendly fire. Not that you walk into a settlement screaming that you are the general and that all should bow before you while you are rattling of shots at the people. Also the idea that the only good leader the minutemen have had in a generation should not be going out and risking his life for every single problem in the commonwealth. As the leader and organiser of a military organization you should be sending teams to the places they are most needed. At least if you want the commonwealth to continue much longer you shouldn't be the main person being shot at. There is a reason that the heads of military organizations don't climb into a jeep and charge at the front of the army. The degree of investment and accrued value of someone with the rank of general means the risk of losing them is not worth the small gain of one tiny deed, hence why Patton and Churchill were not charging up the beach on d-day.
I came back to this after a while. And I remember thinking: "This is annoying." But I look at it now and think: "Look at what good people can do if we all work together." I really hope the Minutemen somehow make it into fallout 5. If not them then a faction like them!
they will. no way fallout 5 wont feature NCR on west coast. and a new England republic or AKA a rapidly expanding minutemen republic. with these two republics working together against the ENCLAVE stronghold of Chicago.
I'm disappointed that there's no option to unite the three surface factions in an assault on the Institute. It would require the deleted option where Paladin Danse challenges Arthur Maxon for control of the Brotherhood of Steel. I envision it thusly: you would have to convince the factions to work together; getting the Railroad and the Brotherhood to get along for this will be the tough part. First, you have the Minutemen and the Brotherhood activate Liberty Prime. You sent him towards C.I.T. ruins, catching the Institute's full attention, whereupon they deploy their Synth armies to the surface. While the Institute is distracted by the coalition army and the Iron Giant, you take control of the Institute's teleporter, smuggle a strike team of Railroad operatives, Brotherhood Scribes, and Minutemen in. The Railroad starts the Synth uprising supported by the strike team while the Railroad and the Scribes steal as much research and data as possible. Classic divide and conquer. When Liberty Prime reaches C.I.T. and blasts a hole in the Institute's roof, the Brotherhood mostly hang back to secure the exit, with the bulk of the assault force comprised of Minutemen going underground to reinforce the strike team and the Synth rebels. The reactor is rigged to blow, the evacuation order is given, the surviving members of the SRB are arrested to be put on trial, everyone gets out of dodge, and you start the fireworks from a safe distance. The Railroad takes custody of the Syths until they can be resettled, the Brotherhood is given the bulk of whatever tech research the strike team recovers, Liberty Prime is reprogrammed to require authorization from the heads of all three factions to operate within the Commonwealth as an act of good faith, and all three factions are given roles in the new CPG. The Minutemen are the leading faction, covering local defense and maintaining trade roads like a police force. They keep the trade routes clear of raiders and hostile creatures, set up a coordinated trade network for scavengers and farmers, devise standard operating procedures for things like prospecting, scavenging, treasure hunting, and the like; The Railroad act as an intelligence agency and handles Synth affairs for the CPG. They gain Spectacle Island as their own settlement, safe house, and operations center, while there would also be a manufacturing plant designed to supply the factions and the Commonwealth with weapons, armor, ammunition, and equipment; And the Brotherhood of Steel are kept as a hired mercenary force, allowed to conduct their tech salvage missions and given a stipend from the CPG in return for aiding the Minutemen in clearing out raiders, super mutants, and hostile wildlife, so long as they agree to let free Synths and sentient Ghouls be, and to allow the people of the Commonwealth to keep the less dangerous tech they need to rebuild. Recovered intel and information would be shared collectively with the other factions, and they would be called in to safely recover and/or deal with technology that is too dangerous for common people, can't be used without a proper industrial infrastructure, or just so weird and outside context that the Brotherhood have the only people who can make sense of it. In addition, The other factions would use their resources to help the Brotherhood look for a new source of coolant for the Prydwin, or perhaps a more efficient way to keep it's reactors cooled. There would be joint operations and campaigns for the three factions, such as retaking Quincy and finally shutting down the Gunners for good, wiping out the raiders of Nuka-World, clearing out all hostile bands of Super Mutants from Boston, ect. For the Gunners example, the Railroad could infiltrate the group if they haven't already, relay information about where all Gunner strongholds are and what kind of forces they possess, sabotage their communications network, assassinate key officers, exacerbate rivalries, instigate mutinies, stuff like that. The Minutemen would use their network of artillery to bombard Gunner outposts and strongholds, and then work with the Brotherhood of Steel to rapidly deploy armored ground forces with vertibirds to sweep in and mop up. In addition, there would be lead-up missions for each campaign, such as getting certain people onboard, finding ans securing forward bases and logistics, white and black ops missions, stopping rogue elements from ruining your plans, ect. What do you guys think? Edit: nexbil 01 has made a series of documentary videos exploring my ideas.
Speech 100! Only thing I'd point out is that the BoS have T-60 and gatling lasers so they may have to take part in the frontline assault. That is, unless the Minutemen become more well-equipped than the Brotherhood by then.
I think you should unlock this ending if you have high enough reputation with the three factions but without locking you in with that faction,max charisma,and if you took the castle for the minutemen and get liberty prime built
As the general, you should be able to station minutemen in each settlement to provide a rapid reaction force. they don't have to be full time even, just local citizens who volunteer, go though training, and then drill for an hour or so every day.
@@deezelfairy Nice, unfortunately I am one of those "console" players so I don't have access cheat terminal, but I have been using the Liberty reborn mod.
I think people are a little odd for siding with the brotherhood, railroad or institute I mean sure they're stronger and give you better rewards But morally the Minuteman are better... I think one of the main reasons why people hate the minuteman is because of "Preston" Which is weird because Preston is a pretty good guy once you get to know him
their hate is mostly not even the fault of Preston's character but mostly the way Bethesda programmed him to constantly get you to help a settlement everytime you talk to him. Its exhausting since the quests are even time limited and will fail if you take too long meaning you can't even ignore it like most quests.
Preston could’ve used better dialogue. The Repetitive dialogue is what makes the minutemen missions FEEL repetitive. Repetitive missions can feel new and fresh with the right dialogue
I like how you distinguish Raiders and Minutemen. They're a civilian force. Part time soldiers including the general. You're a volunteer helping out. People give you Caps and resources because they believe you deserve it. You're not the government, you're not a king, or a tyrant. You are someone who helps out defending the weak to give them a chance to set up their own government and helps ally with each other to create a harmonious coalition. You create hope and lead volunteers.
You also (At least I do) give the settlers the tools they can use to defend themselves and their settlements, turning those who were sheep for the other factions into wolves themselves.
the principles of a society, i think so far in the fallout lore, the minuteman aproches the most to the ideal of a perfect society, they do not have a satanding government, yet they have the rule of law to some extent, they dont have an army but a civil militia, that means the whole fuckng commonwealth can become a gigantic army that i think could hold out even a NCR incursion for some time. also having no styanding gobernment the commonwealth is much less prom to corruption as contrary to the NCR, i realy hope we can see more of the minuteman in future games, will be awesome to see some vertibirds landing soldier clad on power armor, and whole bunch of soldiers wearing combat armor on top of the minuteman attaries. bringing rain down of artillery on an icoming atack to peacefull settlement far away from the commonwealth, maybe cleansing the capital wasteland, i really hope they can overpower the now corrupt NCR
The Minutemen are honestly my favorite faction. They fight for the good of EVERYONE, not a pet cause. I wish that after the Blind Betrayal quest that there was an option for Danse to covertly operate with the Minutemen. He could train the new recruits and help with anything with reconnaissance missions since he has intimate knowledge of the Commonwealth. He could benefit the Minutemen a lot and I WISH I COULD HAVE HIM JOIN THE MINUTEMEN
The minutemen are the most boring, for me. The minutemen don't tax's or extort, they don't conscript solders and they don't have ANY controversial believes. Do the minutemen hang captured raiders? do the minutemen put retired raiders on trail? If a minute man dies in the line of duty is his family compensated, and if so how? The minutemen are the "good guys" and that's all they are as a faction.
@@carloslyon2256 the only bad thing about them is that the settlements have problems no matter what u do xD. They should fix that and change it with another mm quests xd
@@lolololbanana1829 yea i agree they get a bit repetitive after a while a quest where they shorten the amount of quest u get from them should be added.
Settler: "The Brotherhood of Steel dealt with those raiders for us at last, there won't be anyone to steal our food anymore." BoS: "Well, yes, but actually, no."
I always overlooked the minutemen. Until I realized the Castle belonged to the minutemen, then I completely took that over and fortified it, needless to say I made it look awesome. And it was VERY defended.
"To be anywhere to defend anyone from any enemy at a minute's notice" and there, you just described the greatest asset of the minutemen. this is, by far, their greatest strength and it is one that none of the other three factions have any claim to.
They're like ants. Small and weak individually but together creating a force that even bigger creatures can't destroy. Unless an anteater (Liberty Prime) shows up.
Sole survivor: “Why can’t you lead the minutemen?” Preston: “That’s just not who I am.” Preston: **proceeds to tell the Sole survivor to do for the rest of the game**
You're not alone in that thought, my first play through had me saying "Really dude? Do it yourself!" He always knows where to go and what to do, but never gets off his arse long enough to do anything! lol
That is a problem with Bethesda's writing. to many faction quest make you the leader but give you know authority as leader, or force you to become the leader without consent.
This is exactly why the Minutemen are my favorite faction. They are the good guys through and through. Not only that, but they are indeed the weakest faction in the game, but the fact that you as the player has the ability to make them stronger is fascinating in my opinion.
I do wish you had more control as the General though. Like having a respect system would have been so good. What I mean by this is that when you get a notification saying "[Settlement] is under attack" you could be able to go into your Pip-Boy, click on that settlement and be able to link Settlements in the area to it, in doing so, all linked settlements send Minutemen to fight the battle for you. Doing this succesfully defends the settlement if you A) Have enough people moderately to well armed ready to fight and B) Have enough respect to do so. If you don't have enough respect, they won't go on your behalf. Now to earn respect you have to help out settlements, continue to personally defend settlements and give things to settlers. Like Purified water, aids, foods that aren't grown ect. You lose respect if you leave a settlement too long without defending and you don't gain any from letting other Minutemen defend the settlements. This way, you actually feel like a General, you gain respect in order to not have to drop everything to defend a settlement but you also have to act like a general in order to keep your earned respect. Plus, you're not treated like "just another Minuteman" but treated like the General you are. Get spoken to with more respect, even from settlers that aren't in one of your settlements. But I also get why they didn't do this. This would be far more appealing than any of the other factions. Well, to me, The minutemen are already more appealing than the others anyway. The Institute don't care about anything other than research and experiements, they're like the post-apocalyptic Vault-Tec. The Brotherhood are just comply or die and far too military for my tastes, just there to bleed the Commonwealth dry before moving on like a swarm of locusts. The Railroad don't care about anything other than Synths when there is much more going on than a few Synths wanting to be free. Their priorities are all out of whack and just seem to be wasting their resources on that over their fellow man. The Mnutemen are the best by far for the Commonwealth and for the world to heal. If every place had a faction like the Minutemen leading the charge, the world would be able to stand once more and become somewhat normal again, well as normal as an irradiated wasteland with giant monsters can be anyway.
I mean, they do fight the battle without you. Sometimes they win, sometimes they lose. If you don't show up, the minutemen still defend the attacked settlement, just off-camera. The only way to guarantee a victory is to show up yourself, and I think that scans pretty well. If you show up yourself, do they really need to show up? Not really, not unless you call them with a flare.
I absolutely love the Minutemen... even if it is annoying having to trek halfway accross the commonwealth every other moment. Still, overall it is fun getting to build a force up from nothing... and there are exploits to them, like free food. Generaly, they don't mind you harvesting a crop yourself, and often one can find "extras" in the bench. I don't know how many times I've found an razorgrain or tato in the bench that wasn't there before. It's like the settlers are going "Oh hey, thanks for everything you've done, heres some of the excess food we had. Best of luck."
MediBunny. True. That's why the Minutemen in normal and survival mode for the game, if you get every settlement under your command, set up links to each one, and have artillery at every. You literally can have stand up against any force.
Institute: "Join us! We have toilet paper." Brotherhood of Steel: "Join us! We have cool shit." Minutemen: "Join us! We have the Castle and Artillery." Me: *Confused screaming!*
@@rangopistacho6928 ending slavery of a fully sentient, entirely flesh except for 1 single part that is metal, race of beings is a pretty good cause, if you ask me.
0:45 well in my game I just have a huge stockpile of T-45 PA and some suits of T-60 at the castle which is still a functional settlement and have a mod ( buffed minutemen militia 2 ) that makes them use T-45 PA on patrols and flare guns
I've just finished watching all of your base game faction evil/good videos. They're great, you present well researched, well reasoned and balanced arguments for and against each faction. I must thank you for changing my perspective on the Minutemen. I recently went back to an old save where I was trying to get the "best" ending(The one with three factions still alive at the end) and I was going through the motions of playing each factions bit. I'm on the final stretch ready for the nuclear option, but after watching this video I'm going back to all of my settlements, which I made just functional, and rebuild the Commonwealth properly.
I feel like minuteman are necessary to unite the Commonwealth and then create a government, like NCR. I wouldn't want my character to be the ruler of a country, but a general is nice
If there was no Institute. The commonwealth would have own government... Maybe it would have become lile NCR. People came to Diamond city to build goverment but a synth kill them all...
"the minute man are the weakest" it reminds me of the NCR, the weakest faction to rise up, and now is a powerhouse that even the brotherhood of steel fear, just like the song "started from the bottom now we're here"
As much as I love the Minutemen, I still feel like they should have had to team up with the Railroad to actually take down the institute. Neither faction seems to either have the technology (Minutemen) or the manpower (Railroad) to do it on their own. Another interesting option could be for them to work with the Brotherhood. From there, do they end up as a puppet or do they end up fighting a more traditional war?
I don't want them to be forgiven if i randomly go kill people and have caps delivered to me. But generals command troops and oversee the force. It would be cool to command patrols, keep track of troop movement, issue orders, see to it training, see to it the fighting force has supplies and better equipment. I know much is done with settlements but not really the active army component. Imagine if a settlement needs help and you could send a force to assist or go yourself, or if there is a rumor of raider activity in an area so you send reinforcements to patrol near the settlements and guard caravans. Things like a general would do.
if it were a conventional army or armed force then i would be inclinded to agree, but the minutemen are not the NCR. They have no real structure in the form of squads, platoons, battalions and such. They are simply people who agreed to help eachother when shit hits the fan. The minutemen general is less of a tactical position and more that of a role model.
well they do not need power because they are not a government. they are not trying to start a country, they are simply defending people who cant help themselves. That's not to say that there is no organization at all because their most certainly is, just not to thew same extent as say the brotherhood.
Late to the comment game, but this video represents every reason why my first playthrough was Minute Men. My wife watched me play most of this game. And when I had to make the call of what faction to back, she asked my why the Minute Men. My response was, "Because they're the only ones who give a damn about the people, and dammit that's worth fighting for."
@@zombiedalekweck2243 In what universe does the Enclave have the Minutemen's morals? The Enclave wants to return to pre-war America and are prepared to forsake all morals to achieve that goal.
@@vetarlittorf1807 actually in Fallout 3 Colonel Autumn fought against the cleanser President Eden and wanted to do what the Brotherhood basically wanted
The biggest weakness i find with the minutemen is that they are utterly dependent on the leadership of the General, every time the General dies or goes astray it severely cripples if not outright destroys them as a faction.
Still the minutemen have the potential to change that, they could make it so that there will always be a successor to the general like a vote among settlements with/or the general requesting someone to follow after them if they are no longer able to lead. Definitely flawed but it’s something they could do to improve themselves
Yes someone mentioned this or the fact that factions like the ncr and the legion or even the enclave are gonna mop the floor with the minutemen that’s why it doesn’t make any sense from a lore standpoint that the minutemen are not the cannon ending (plus nuka world dlc pushed the becoming a raider)
that's because the minutemen doesn't have any elaborate hierarchy or ranks, it's just a bunch of scattered voluntary militias let by a general, it's absurd
@@gerald1495 Agreed. Also looking at other major factions, they suffer from similar illness or worse, mostly having just one leader-guy with ultimate power inside the faction, making the ranking system semi-useless. Yes, BoS has chapters and elders, but does it make a difference in that case (in this game)?
I think, from a role-playing point of view, the best part of The Minutemen is that they are truly YOUR faction. You can become the leader of The Institute, but it is not your faction. You don't build it, just maintain it. As you build mortars, supply lines, etc you feel like you are truly building a faction. Also, they are basically the early NCR, so there is that, too.
Personally I don't identify with jingoistic, naive, highly corruptible, undisciplined, poorly armed, uncoordinated, average people. I do however identify with intelligent, logical, innovative, unsociable, shut-ins. Therefore, the Institute is MY faction. All the better that one can become Director and head-canonically change the moral course of the entire group and their view of Synths for the better.
Kazuma - kun jingoistic? How are The Minutemen jingoistic? Also, naive? This term really gets thrown around a lot. It means that one is not well-versed in the ways of the world. I don't really think The Minutemen wanting to form a rapid response force for the common people of The Commonwealth outside of Diamond City, Goodneighbor, and Covenant. Also, Preston is very cognizant of the morality of the actions of others, and will get his hands dirty, when necessary. He's not a pacifist who assumes that raiders will get in touch with their inner humanity.
Lupostehgreat Well, Jingoism is basically extreme patriotism, and the Minutmen are modeled after a colonial militia and insist on using outdated weapons and bases just for the sake of retaining this ideal image... so yeah, jingoist. And they're naive because of all the reasons I stated before. an Untrained, undisciplined, corruptable, poorly armed, group of volunteers, with a loose chain of command policing all of Boston from creatures and marauders is a naive idea. I'm not saying they're a bad group, I'm just saying they're unfit for the task.
Kazuma - kun did you just imply the instute isnt corrupted they believe in ends justify the means which u may agree with your the one doing the justification and not the one whos life being taken is trying to be justified it is not niave to help others its just something that someone how doesnt want to hold there morals to any standards . and you call the minutemen undisiplened yeah well every thing must start somewhere so maybe you should strengthen that faction rather than abandon the remaining just hope in.the commonwealth
@@tlivelife_waag1150 mods are not cheating. Cheating is using console commands, and even that can be lore-friendly (for example I resurrected sarge as a castle guard and placed him next to the MK IV sentry)
Well if you think about it the militarized minute men is actually how they should be after you retake the castle because... Even if the castle armory isn't that big lorewise there should be some assault rifles, hell they even had a sentry bot so they can get miniguns or rocket launchers and like oxhorn said, hell i can even see them with literally even more power armors, gatling lasers, water dams like hoover dam, and the economy of the dens, hell i can even see them like making a conversatiom with the ncr to join or become allies or imagine even an elder from the BoS surrendering to a farmer
I love that the Minutemen are your own faction, leaving the player with freedom to play them how you want. One of my favourite playthroughs was as an evil minutemen faction.
Too bad the brotherhood probably already killed him to keep him from reminding them how much better things were under the Lyons and refusing to lie about Maxy walking on water and shit,
Even if the Minutemen only last a few years before falling heroically on their swords, they'll do more good in that time than any of the other three factions. The battle for tomorrow is not the fight you need to worry about as the Sole Survivor. All that matters is picking the one that's right at the moment. Whoever follows in your footsteps will have a similar choice on their hands, because war... war never changes.
Except we know that the minute man is the least logical faction to pick knowing about the legion and NCR or probably how the Enclave is still alive and breathing somewhere the minute men do not stand up to any of these factions
@@manuelmoralez2257 When pragmatism is placed ahead of principle, principle may as well not exist. You might as well just join the raiders from Nuka World.
@@chiffmonkey lol what’s funny is the lone wanderer probably does become a raider lol because every ending dlc pushes a specific ending as it’s cannon ending like broken steel in fallout 3 ( lonesome road is it but different and better written) and nuka world pushing becoming a raider with all the achievements etc
An addendum to my "Factions Unite" idea, there should be a post-Institute campaign to rebuild the Commonwealth into a functioning nation. Things such as helping set up better, more secure roads, or getting the railways up and running again for trade between certain major settlements. Hell, perhaps even start a shipworks in order to get water-based trade restarted. There could be a mission to clear out and demolish a section of Boston set up a new "scavenging and processing hub" somewhere between Diamond City, Goodneighbor, and Bunker Hill. Something of a massive warehouse, collection center, chop shop, recycling and disassembly plant, and distribution center for all the salvage and scavenging operations in the Commonwealth. A place to take junk and spare weapons and armor to have it categorized, stripped, disassembled, restored, repaired, repackaged, or broken down into spare parts and components. It could then send weekly inventory manifests or catalogs to all the settlements and their stores so they can order what they need or want with the next caravans. It would employ hundreds of people from the Big Three Boston settlements, and would be the major component supplier for factory settlements like Spectacle Island. Similar to the previous idea, setting up a center to better manage food distribution int the Commonwealth, and also use factories to manufacture pre-war food items and drinks, like Sugar Bombs cereal, CRAM, and Nuka-Cola. Perhaps a major quest for it would be to look for materials to build a large refrigeration unit, so that meat and milk can be stored for longer periods and possibly even produce ice blocks to sell to nearby settlements. The place would also be where farmers can go to buy crop seeds, taken from processed produce. And finally, a center to act as a Radioactive Material reprocessing center. Staffed mainly by ghouls, friendly and intelligent super mutants, robots, and humans in _heavily_ shielded power armor, their operation would be to scour the Commonwealth for places where Mass Fusion illegally dumped barrels of toxic waste, and then after securing and sealing the barrels, transport them back to the facility to reprocess the waste into usable ingots for settlements that require something nuclear powered. The facility would have to be lead shielded and kept at a safe distance from the other settlements, obviously. The super mutants would be there for the heavy lifting and defense, the ghouls for the delicate work and processing, and the humans to handle sales and distribution. In addition, a side operation would be to plant sunflowers at every salvage site, since sunflowers are excellent at leaching radioactive contamination out of the soil. Robots like Mr. Handy would handle the sunflower planting, and then return once the flowers are full grown to harvest them for safe disposal, and possibly more cycles of planting depending on how severe the contamination is. Your thoughts?
Plus, the Minutemen could one day educate its citizens to become more intelligent and charismatic individuals. Bringing knowledge to the people will eventually foster scientists and candidates for leaders, and bringing back the CPG will remove the Minutemen's dependency on an individual leader. In a world where parasitism is mainstream, the mutual interaction of the Minutemen is all the more important.
This is the waste land and will take more than one man to do all this you know. So get the minutemen and settlers to help you do this it'll be much easier that then by doing it yourself
i think you should be able to order members of the minutemen, like a general would do. Or create a small squad of minutemen members to go defend or clear out a dungeon or enemies.
Throughout history, we tend to find that the greatest leaders were those that fought on the frontlines alongside their men, not hide behind them in safety and comfort.
@@thedarkestryder2763 yea, but let's be real, he didn't actually lead from the front. He was near the frontlines similar to Rommel in order to inspire troops, but he wasn't leading attacks. Combat leaders are the sergeants and Lieutenants leading squads and platoons.
@@aaronward2923 Charles de Gualle was a great leader, and was also directly involved in the frontline fighting a lot of the time both during the battle of France and afterwards in ww2, which got him wounded several times during combat. Churchill lead men from the front in ww1 charging the enemy trenches along side them as a captain after his political career had floundered temporarily, which gave him the credibility he needed in ww2 when saying ''We will fight in the beaches, the landing grounds, on the ocean and in the air'' because many truly believed that if it reached london churchill would be there among the defenders with a rifle in hand leading a portion of the defenders. In ww1 meanwhile Rommel learned how to be a great leader by leading men in trench raids, a pistol and grenade in hand. True later on in their lives the great leaders aren't continuesly on the front anymore due to their rank requirements, however they are close to it and oft even still fight on it when necesarry, while being in danger nearly as much as their actual frontline soldiers.
@@aaronward2923 what about the greatest general in history, Alexander the great? He's the first general that comes to my mind, Pyrrhus of Epirus was also an amazing general who fought on the front lines. Edit: Spelling
The Minutemen is an awesome faction. I like their style and Preston Garvey is a cool character. I know he’s buggy but still he has a great attitude. Plus I love how the final mission requires you to fully customize the castle. That is an awesome idea because your turrets can take down the institute forces very quickly. In my opinion settlement building was the best part of Fallout 4. However I really do wish that Bethesda added a mission where you can retake Quincy and I wish you were able to recruit the USS Constitution robots. Maybe they could’ve parked the ship right next to the castle and they could’ve use their cannons to help you in the final battle. That would’ve been awesome!! 😎👍🏼
I’ve gone full native with the Minutemen and settlement management. I’ve spent more time managing settlements then doing the actual story quests. I’ve developed an obsession with equipping the settler guards and supply routes with Minutemen uniforms and upgraded Laser Muskets. The Brotherhood might have their floating airship and power armor, but I’m going to have an artillery in every settlement and guards in full combat armor to defend them before I’m done.
Yes, i like minutemen too. And i download some mods, who can give more faction armor and weapon, more mission. I know good mode "Minutemen takeover nuka world", where you can liberate Nuka World and kill raiders. Airship settlement can give you mobile base, how Prydwen, sim settlements 2 and sim settlements 2 chapter 2 give you chance destroy Gunners organisation with minutemen army.
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@@thegradyfiles Pretty sure my heavily fortified castle complete with artillery, sentry bot guardians, dozens of soldiers, and my character's own war discussion room is just a hair more than an idea.
Thanks for watching folks! For those interested, here are the other videos in this series:
Why the Institute is Evil: ruclips.net/video/tUM0SATV1Pw/видео.html
Why the Brotherhood of Steel is Evil: ruclips.net/video/ovDSvyS8WgQ/видео.html
Why the Railroad is Good but Flawed: ruclips.net/video/FvZS0Irv6nk/видео.html
The Evil Ending to Nuka World: ruclips.net/video/Ly4IAlNpBLE/видео.html
The Good Ending to Nuka World: ruclips.net/video/ujji8ZDCH8g/видео.html
The Good, Evil, & Best Endings to Far Harbor: ruclips.net/video/EKSV2vQrFtc/видео.html
How to Navigate This Video:
00:26 - Part 1: The Minutemen's Faults
05:19 - Part 2: Leadership Problems
12:29 - Part 3: Who Helps the Most People?
16:05 - Part 4: Individual Liberty & Choice
21:03 - Part 5: The Value of Human Life
23:18 - Part 6: The Minutemen are Not Rulers
25:56 - Part 7: Why the Minutemen are Humanity's Best Hope
Oxhorn Hey Oxhorn, have you ever played Skyrim?
Oxhorn I downloaded a mod called buffed minitemen militia I think it was in your top minitemen mods but I like the mod
makes then a force to be reckoned with
Oxhorn some one made a mod that puts makes the minuteman with power armor and combat gear sets
Hey Ox do you ever plan on doing stories, lore or ethics from other fallout games?
I think the ncr is the best hope for humanity
"The minutemen don't have war machines"
Me: downloads automatron dlc, "not yet they dont"
Literally all of my settlements never gotten attacked after I buffed them all with super destructive OP sentry bots...now for once I miss Preston sending me to help settlements.
I love youuuuu 😂😂😂😂
@@Wondering_Soul7 I downloaded a mod that let you buy minutemen with caps to defend settlements. I was rich as hell before I downloaded it.
Im still rich, but I haven't been sent to defend a settlement in a while.
Remakes sarge
@@Wondering_Soul7 Yea, Seeing those Gunners and Raider getting teared by Minutement's DLC Robots is Statifying
The Brotherhood of Steel in a nutshell: “ congratulations! You are being saved. Please do not resist.”
Well then we’ll rain down Armageddon down on your farm.
Tis better than being a liberal.
You may proceed to go into the abyss with your abominations,but I won't be joining you.
@@hallowstar_3347 oh really? Why is Prydwen on fire then?
(Artillery rains down on Prydwen)
Maxson: People of the Commonwealth we have come to save you.
Citizens: Hurray it’s the Brotherhood of Steel
Maxson: From Yourselves!
Citizens: Oh no it’s the Brotherhood of Steel.
*Gatling Laser Winding up*
@proud hufflepuff Don't forget our Omniscient Minuteman who is also All-seeing, Preston Garvey
The Minutemen: You are being saved, feel free to assist or stand by.
The Brotherhood: You are being saved, please do not resist.
The Railroad: The Synths are being saved, the rest of you can fend for yourselves.
The Institute: You are being kidnapped, replaced, experimented on, and killed, You Will Not Resist.
At least the 1st and last don’t lie about your situation
@@ashleytrout7452 wdym, the institute is the biggest liar of them all
@@ConnorSt they don’t lie about what will happen to you though
@@ashleytrout7452 considering they actively deny that what they are doing is bad for the commonwealth I'd say they do
@Yobungus79 not really, they outright admit doing the atrocities they commit
I love how you put this , “they didn’t require money, food, shelter, they didn’t demand loyalty, they just came”
*Brain.EXE has stopped working*
@@Herstal8389 What?
You called?
True People's Militia. Common folk with enough morals but also know-how and training, free willed. Some countires nowdays have such branches in the army, consisting of volunteers, not proffessional soldiers. People who have their daily jobs and are everyday civilians, but can assemble when need be.
And yet he still thinks they aren't communists
I wish there was a minuteman quest where you take back quincy. That would be so satisfying.
AleksEdison well people make mods for everything. But I haven't seen that nod yet
AleksEdison or a mod where preston sent you to libertalia to stop the former minutemen raiders
Hell yeah I agree, but... I would also not want to, because Quincy is such a warzone, I love it! If we could take it back, where would I go to fight war? :( Really, Quincy is like the toughest "dungeon" in the whole of the Commonwealth. I remember the first time I walked through it, on my way to get Billy home. I almost died lol. One hell of a fight, did not expect it.
Veroxzes I did Quincy by accident on my perma death survival Run. I ran out of bullets, I was alone, and only had Grognak's Axe and X-01 Power Armor. I was knew I was done for and just gave up on it. Suddenly, as if I was hallucinating, I hear laser musket being fired. "Aww jeez, now they have laser muskets" But no. A black man, with only a crappy +4 Laser Musket appeared on the horizon.
"It was Preston! He must have heard my pleas and came to my rescue!" It was beautiful. He covered me from the rooftops while I charged in only wearing it one leg of Power Armor. After a hard fought battle and many chems later; I approach my ally, only to hear "Another Settlement Needs your help. I'll mark it on your map."
And then he just walks off...
It was an experience that made me just take a break from the other factions and jointhe Minute Men, if for nothing else than to get another experience like that.
Fancy .Fancington if that's true, that so awesome
“They don’t have an army of warrior robots”
Me with the automaton dlc: allow me to introduce myself
*[Everyone Liked That]*
made supply lines sooooo much easier
@@MrPsych77 and the boston area soooo much safer. I swear ever since I made robots as suppliers, I see them fighting mutants left and right and they can never lose because they're so OP
Who needs robots if i got a full armored minutemen shouting freedom
Sole suriviver: this bad boi is able to life and hold so much freedom
Preston:.....there news of a settlement that needs our help...
Preston: needs a strong leader to take over command of the Minutemen.
You: 1 Intelligence, 1 Charisma, random dialogue mod
Preston: "You'll do."
"Hey, Preston, what is milk of human kindness?"
*goes to nuka world becomes raider
I may be as strong as god, but as dumb as a rock
My current character (I used mods to give myself a few perk points but that’s it) is level 95 and I have 10 Charisma and 10 Intelligence with all the perks from them. I also have 10 Endurance with all perks. And all the others I don’t care about that much.
@@regalcartoon5932 and is it any fun? I leveled a character to around lvl 80 in survival mode and don't play with it anymore because it is just too overpowered, can't imagine how an edited lvl 95 can be fun.
On my very first playthrough i was a flailing newborn. I did my best for Garvey and he made me general. I felt like I owed him and the Commonwealth to live up to the title. And when the Brotherhood proctor said to 'force' MY settlers and MY minutemen to fork over the crops to them for no reason other then "we are the brotherhood", i marked him for death
that and I wanted Maxson's coat
i mean...Maxson's got drip....his coat feels...cozy
thoo i also want Captain Zao's submariner coat...buuut i dont wanna kill him...ill settle with his first mates hat
@@robertjethrogallano1053 pssst, you can just cheat them in if you're on pc. Don't have to kill him and you get his drip.
This is the exact same reaction I had! The brotherhood wanted me to steal crops from my people, the institute wanted me to leave them all behind
@@robertjethrogallano1053js pickpocket the general. That's what I did becuz I wanted the his coat
@ferret3423 where's the fun in that?
Imagine if the Brotherhood's technology with the mindset of the Minutemen . . .
Commander Salamanders that was fallout 3
@@kevincarlos1242 elder lyons
Thats why I side with both of them, so I can pretend that they joined forces after the end of the game
Imagine The Institute And Brotherhoods Plus Extra Technology With The Mindset Of The Minutemen
*The Only Good Thing*
I like to imagine becoming sentinel in the bos then sponsor all the minutemen to bring the 2 together
Playing the Minutemen is like the Hardest difficulty campaign.
Brotherhood is easy, Institute is easy, but with the Minutemen your rebuilding and uniting the entire Commonwealth and fighting against the onslaught of Raiders and monsters.
I love the challenge and the pure intent of the Minutemen.
Trust me, if you have the winchester p94 mod installed, the airship down quest is the hardest quest youll ever do. No matter what kind if power armor you have, a few p94 shots and youre dead
Doing the Minutemen run on Survial difficulty rn. It's pretty fun!
@@ethanmcqueen3548 shit I'm doing that too, hard but rewarding
An American Grizzly bear until it say that farm is being atack that one and that one two oh yea one is being atacked by 55 legendary deathclaws
railroad is also ez
I love the Minutemen, because it's very satisfying watching them start as the weakest faction in the game, but when you start doing quests for them, they slowly build in strength until they're a force to be reckoned with. And if you complete the main quest with them, their flag flies in Diamond City, they patrol the roads, and that, combined with over 30 Minutemen controlled settlements, turns them into the MOST powerful faction in the game by rallying the entire Commonwealth behind them, all because of your hard work. While the other 3 factions were around and at the peak of their power before you join, and you don't really see the effects of your actions.
You have a star trek profile pic
@@veganalbert8795 that’s Star Wars and I should set you I fire for heresy
Yes..a power for good deeds...every 5 in game minutes you shall be required to perform a good deed... endlessly.
@@ImsorryAnakin that was patched years ago
Dead on
every other faction: "I destroyed your settlement, whatcha gonna do binch?"
minutemen: *maniacal laughter* "you fool.... I HAVE SEVENTY ALTERNATIVE SETTLEMENTS"
You mean settlement number 1, settlement number 2, settlement number 3 (nice reference)
And all of them are defended by Sentry bots, Deathclaws, and are within artillery range
@@XtreemAlandon't ask how we got the deathclaw, we don't even know they just are there and they don't bother anyone really
I actually kind of like the settlement mechanic ngl.
@@theenderdestruction2362us minuteman do not discriminate.
"WE DO THESE THINGS, NOT BECAUSE THEY ARE EASY, BUT BECAUSE... THEY ARE RIGHT."
-Elliot J. DeVought, Minutemen General
Took a quote from JFK.
@@Lobsterwithinternet no shit
But that soo stupid
and now hes dead in the other side of a wall (probably naked because the lone survivor took his clothes) in a wrecked castle
I read this in JFK’s voice
As someone who regularly plays as a Minuteman, I have to repeat what a good friend of mine said about Being the General. "The General is not a ruler or a dictator. They are a leader, an example. They do not sit in the background, commanding and ordering. They lead, forging a path for the future."
Anyway, love ya, Ox. Prolly never see this, but have a great day,
Could you cry into your friend's shoulder for me? Because that was beautiful.
Brilliant. Absolutely brilliant.
The true "Lone Wanderer" way
While I agree with that, I just want to send out a few Minutemen to handle a settlement that's being attacked while I build up one on the other side of the map. I don't enjoy dropping everything in one settlement to go help out another.
Love that
7:18
Danse: But when Maxson took over, he single-handedly re-prioritized the Brotherhood from the ground up and put us back on the path to glory
Sole Survivor: Ok, that great Danse but could you back up just a little bit?
XD I love how it looks like the sole survivor is leaning back at Danae’s intensity
Danse wanted to make that fact clear.
The scene would've been even better if the ss was sitting and there's a table in front of them
The Minutemen is the most logical pick for the Commonwealth when compared to other factions. The BOS pretty much just showed up out of nowhere to salvage tech and build their power, the Institute eggheads are completely detached from life on the surface and sending synths all over the place, and the Railroad is by every definition a joke.
Ignoring feelings ultimately BOS is the best hope as a sentinel you have a decent amount of influence in the BOS and leading the minutemen in case of corruption in the BOS
@@retardman1476 The Minutemen ending is poetic since Nate is the Sole Survivor of the Pre-War United States Army. Siding with the Minutemen ensures that he carries on his legacy serving his country.
@@retardman1476 yes you're a sentinel which is the second highest rank, but you are not the elder if Maxon ordered you to be killed your position as sentinel would mean nothing and tbh i don't think he would appreciate having his second in command create an army larger than his the best thing to do is to have him killed and take his position as elder over but it would have to be done in a way that it doesnt come back on you then youd have to de brainwash the bos to accept your ideas unless u want another outcast scenario
@@retardman1476 they don’t hold the commonwealth in mind, though.
We’ve already been shown this when the bos just… let a city fail because they needed its reactor for something. Just took it, and left.
None of the factions are what they seem. The Railroad is powerful because they are commandos. Forget their seeming appearance as do-gooders. The BoS are just zealots, and not very bright. The Institute are evil fools. The Minutemen are preferred because they are the only faction that could become the kernel of a real government. But taking out the BoS and the Institute in quick succession via the Railroad is very cool
*Phone rings*
"Vault Dweller, It's Preston.........let's go bowling."
No...not again
The last time we when bowling you got drunk at the and shot a guy for robbing a girl who was just dancing with his girlfriend.
"Cousin, it's your cousin! another settlement wants to go bowling!"
"Niko it's your cousin...... let's go bowling"
@@DoctorFail I'll mark it on your map
The Minutemen were always my favorite. And unpopular opinion... I actually like Preston. Yeah, he's fun to pick on, but he has the Minutemen's ideology at heart.
"Protect the people at a minute's notice."
"Protect the People"
And the constant fetch quests were a bug that got patched.
I can drink to that! 😄👍
I actually used to despise him but then when I heard what happened to the original minutemen I thought about it once you help them get resources for retaking the castle I decided to finally help the minutemen by building robots protectrons and assaultrons guarding the settlements building houses then putting turrets on every corner and even naming a town "Starlight Town A Home For The United" filled with railroad agents, minutemen, and ghouls and the refugees that live there Sheffield the vault tech rep and various others I basically try to make it like a actual town it took me 3 days to build it I usually try and make the settlement safe and secure then when it's done I sit down with Curie my other companions walking around and seeing the settlement Shine a light to the stars
As a joke on the barriers I put mutant hounds as guard dogs my friends laughed at how I said "Release the hounds!"
I quite like the faction. I wish the BoS, the Railroad and the Minutement could cooperate for the greater good. The minutement and the railroad can do it, but the BoS is doubtful in its current state
SkyreachOrion “protect this settlement, here I’ll mark it on your map”
"But, Todd, these radiant quests will make players hate the minutemen faction"
"let it be, only the people's player will choose them"
@Jacob St.Clair Plus I love seeing my melee character do the "FATALITY" animations in third person
I actually think of them as the most interesting part of the entire game as it gives me an actual reason to explore the commonwealth and a general direction to go into
@@firefi1960 lmao same. I once suplexed Sully Mathis into the Picket Excavation water. It popped off his head before his body sank in.
And really feels great do it in survival
Jacob St.Clair
And more looooooopoooot
The Minutemen aren’t scared to stick out and help where they are needed, they rather fight tooth and nail than let raiders pick off a single caravan, they are the justice of the commonwealth and that’s why I love them
Much like the NCR!
@@pendragonxt3674 much like the early NCR. The later NCR is corrupt as shit, and would rather vegas die than they don't control it.
@@pendragonxt3674 ehhhhhh the NCR are more dictative in my opinion, dont get me wrong they're not tyrants but it's more like its they're way or no way, your basically forced to join them if they take over
@@truthfullyidk2925 more like desert ranger to me, they just volunteer.
@@truthfullyidk2925 still better then maxons brotherhood of steel as far as I am aware you aren’t fucked if your a sentient goul, friendly super mutant or even sentient synths if they ever come across them at one point
The Brotherhood has an airship with power armor
The Institute has an underground base with robots
The Minutemen have a castle, artillery and like 100 settlements with people willing to defend it, they alone win on the community aspect, they have something the others don’t
@@jackster8976 OHHHHHHHHHHH SNAP!!!
Tony stark: We have a hulk
Muhsin
Sole Survivor: I have Strong
@Jacob St.Clair Well we don't know the canon ending for the game,everyone just chooses which one he/she likes best
the railroad:we have a underground base,in a church
Maxson: *gets respect by killing a deathclaw with nothing but a combat knife.*
Level 200 meelee build sole survivor: *pulls out a standard walking cane* Hold my potato.
*Frank Horrigan:Make explode a deathclaw with one half* 😎
I have genuinely done that in Fallout 4. Where I get so high level in the game I just use the Walking Cane or Rolling Pin for fun, but also just because they get the job done just as well as my fully modded Sledgehammer or my bare hands.
@@lidolf8168hi
@@Nietabs Howdy
Maxsen: *grabs a combat knife and kills a deathclaw and gets respect*
Sole survivor: *kills a deathclaw with only his fist* YOU LIKE THAT MAXSON?!
Elder Lyons would have loved Preston and the Minutemen.
True
And despised maxon lol
If only Sarah had survived…
@G I B B Y holy shite, how have I missed that!?
@G I B B Y Sarah was assassinated so maxon could take her place on jah. But still even danse would make a better elder then maxon, he constantly talks about the brotherhood not actually helping the people of the commonwealth and that they need to start acting like they care, he respects the resourcefulness of the ghouls of the slog. And during blind betrayal he gains perspective on his own bigotry.
Mostly I wish there were more brotherhood like Roger maxon, Lyons, Jacob, and even macnamera. People with vision and perspective on the world instead of being another link of the cult of xenophobia and technophobia
One point to add. Being the general of the Minuteman and being on the field is one way to demonstrate "leadership by example".
People always like to point this out as a negative but it always reminded me of medieval and ancient warrior kings. That would fight alongside their men just as much as they dished out orders from their thrones.
@emismpunk Not just medieval times, though mostly.
The King of Belgium still commands troops. In WW1, their King Albert took personal command of the army, and lead from the front line, fighting with his men, while his wife Queen Elisabeth worked as a front line nurse. He fought in the Siege of Antwerp, the Battle of Marne, and the Battle of Yser.
But then he also died while mountain climbing, so he was clearly a live-on-the-wild-side kinda king.
@@Pro_Butcher_Amateur_Human makes me wonder who was leading the country while the Belgium royalty was on the front lines did they have something like Great Britain’s prime ministership or something
@@necfreon6259 pretty sure the Belgian king wasn't leading the country by himself anyways. Sure, he was an important political factor in the country, but by WW1 the days of absolute monarchy were long gone in most countries.
Also a couple more things to add - there is no two-way communication in the Minutemen. Not like the general can just sit in the castle and give out orders across the Commonwealth. Another thing to note, probably the most important one, is that F4 is not a strategy game. Sure, the devs may have messed up some things with the settlement system and especially with how annoying the "help settlement x with y" quests are, but aside from that it does kind of make sense that the general would have to be more involved in the field, with the lack of any real long distance communication.
I love listening to the calm discussion about morals while watching people’s heads explode.
lmao
The classical - oh bongo, bongo, bongo, I don’t wanna leave the Congo…
“Let he that is greatest among you be the servant of all.”
Wise words of big J 😎
Amen
"For the Son of Man did not come to be served, but to serve"
*protecting people at a minutes notice*
Where did you get my fast travel?
It’s the reason why the Commonwealth Minutemen is my favorite faction in all of Fallout. It’s not an army that wants to take over territory or secure some particular resource. It’s just people trying to look out for one another. In a way, the Minutemen turns the Commonwealth into a connected functioning community. They trade, they build together, and most importantly, they come to each others’ defense when threatened. What makes it special, is that you, the player, can make that happen when you put in the effort and dedication. Like Oxhorn said, you can take the weakest faction and make them the strongest, built on actual decent ethics and with a sense of humanity.
If we remember, last time angry farmers joined together, the most powerful empire was overthrown
‘MUUUUUUUUUUUUUUURRRRRRRRRICAA!!!!!!!!!!!!
ThePeople Persons at more countries people have overthrow their corruptive goverment it not just you but france, China during the Qing, Russian empire, many countries that their leadership have gone the wrong way. But building that country after overthrow the last goverment is even more difficults. Many leaders in history have fail to do that but some have archived those goal and their countries have been stable and growing but many countries have grow up through bloodshed , corruption and violence againt others is nothing to be proud. These leaders doesnt built a country but build the fortune for themselves and only themselves and friends and families not the people they gorvern. Sorry for my English.
And then followed taxes an corruption just like the leadership before it lol Minutemen failed the first time because of political flaws and lack of solid leadership what did we learn from Caesar's Legion that's right when the head dies the rest follows soon after the Minuteman wouldn't be a long-lasting military force will never be anything more than a militia
Vietnam's defensive war against the US was quite successful, yeah.
@@qantj hence the power of the farmers even if they're opioid farmers
“You can’t kill Kellog or swan at level one” *Laughs in Mittensqaud*
Mittensquad is my favorite youtuber
Im sorry or you can kill Swan and Kellogg both at level 13
Or just a fat man.
laughs in overseers guardian
For Swann, you easily can, just go to the sub station entrance and make sure hes aggro'd on you and bam. Just keep blasting cos he cant come in
I know this is late, but I would like to voice a similar but different complaint with the Minute Men.
When I was a Corporal in the Marine Corps, I had men under my command, an E-4. And I had brave Marines willing to follow me or act in my absence.
This is what I think is missing from the Minute Men. I don't want to act like a raider boss, I WANT to be able to grab some Minute Men to go WITH me, and go to defend a settlement OR if I am stuck doing some other quest, send others to act in my stead. I don't want to be free of Crimes or have caps delivered to me. I want to be able to be a military leader.
What should of happened after a point is when you have a Minute Man quest, it should be a two way conversation.
Preston "Hey, X n X needs pur help, its (enemy here or quest there)."
You 1 "Round up some men, we're going in." (Lead a team into the fire fight)
2 "Hows the defenses there, think they will hold?" (Have them deal with it with their own strength)
3. "I won't make it in time. Who's near by?" (I'm in Far Harbor, or doing the main Quest, stop bothering me with a radiant quest)
4. "Whats the situation?" (More detail)
Again..I don't want to be a raider boss, but I DO want to be able to take this weak little faction that I have turned into a juggernaut of justice..and let it flex its muscle outSIDE of the flippen GENERAL going in alone with a Reporter to take care of some bull crap.
Its true, the best leaders LEAD from the front, but Patton didn't have privates telling him to go clear a German Bunker, because the Private General Patton trained..can't be assed to help or do what HE signed up to do as well.
Yeah that's where the game mechanics let the faction down, if you are not personally there the game rolls dice, effectively, to decide the outcome, and even with excellent defence the number used in the dice roll caps out in such a way that there is always a chance of failure no matter what.
But if you are able to go defend the settlement, you can call a minuteman patrol with the flaregun to join you...
If they made it like skyrim where u lead an army to battle like you go with ralof and some stormcloaks for example to save some captives would have been a nice addition
Someone made a mod for this guy ideas
Try "We Are The Minutemen" mod, it'll make them op lol
@@GamingMafia_id what u mean
What really made me reject the railroad was how Desdemona pretty much insults Nate. After you leave the institute for the first time, she tells Nate to his face that she doesn’t believe the Minutemen have the best intentions for runaway synths. The fool doesn’t even realize that she’s insulting the general of the Minutemen(Who pretty much helps them save synths!) so instead of asking for a faction team up, she tells you to reject the Minutemen(which doesn’t help the Commonwealth at all). The BOS is a cool faction but it feels like they’re too similar to the NCR. So in the end I always pick the Minutemen. Plus customizing the Castle 🏰 is fun.
The railroad is the leading supplier of super raiders to the commonwealth. Of course they want you to abandon the faction killing the most of their synths.
Any playthrough that ends with the railroad alive is an evil playthrough.
@@peterhans3791 thats quite a conspiratorial way of looking at it. I dont think the railroad actively want the synths they free to become raiders, and the claim that they are "the leading supplier of super(?) raiders to the commonwealth is pretty ridiculous lol.
@@Groobis they wipe their minds and send them off unprepared into the wastes, what life would you expect them to take up other than raider? And the Institute goes out of it's way to clean up defective synth...so the railroad by stealing institute property, concealing it, and recklessly unleashing it upon the commonwealth is indeed the leading supplier of superhuman powered raiders in the commonwealth.
There is a reason that the railroad is the only faction where liquidating them is the easy and entirely guilt free solution (and yes, I'm including nuka world in that statement)
@@peterhans3791 look, I generally disagree with the way the Railroad handles gen 3 synths, but as far as I'm aware they dont just wipe their minds clean, drop them in the middle of the commonwealth and go "Good luck" they have a network to try and give the synths a decent chance at living a normal life. I mean, compare the amount of escaped gen 3 Synths living lives like a regular human would (Harkness, Magnolia, Captain Avery and Sturges to name a few) compared to the SINGLE escaped synth raider (Gabriel)
Besides, gen 3 synths (bar maybe coursers) aren't exactly superhuman, the only "advantage" a Gen 3 synth has over a normal human is the fact that they dont age, apart from that they can be shot, burned, drowned, irradiated and otherwise mutilated all the same as a human can.
its also pretty crazy to me that you see killing the fucking NUKA-WORLD RAIDERS as less morally justified than the Railroad. the Nuka-World Raiders Murder, torture rape and enslave people purely to benefit themselves, they have no motives beyond doing what will benefit them the most, they are well aware that their actions of reprehensible and they simply do not care. the railroad, however questionable their methods may be sometimes, are at the very least TRYING to benefit the wasteland, they are at least attempting to do SOMETHING to benefit others at their own risk, the same can't be said at all for any raiders, much less the Nuka-World Gangs.
Only difference is that the NCR tolerates Non Feral Ghouls.
I don’t understand why people accuse the Minutemen of any economic style. They could literally work in any way. All they do is protect people because it’s a good thing to do.
The problem with that kind of altruism is that unless you have some kind of payment system set up you're gonna run out of resources, ammo, weaponry and morale.
It's a noble thing the Minutemen started with though.
Definitely, the best part is that they don't need to tax the shit out of people too.
Fallout has a weird economy but overall, caps can be anywhere in those cities, making it easier to scavenge. They most likely took resources from the raiders they fought too, taking the caps and ammo for their group.
Another thing you need to consider are the provisions provided by the governments in Fallout 4. In the long and short run, supplying a militant/charity group focused on helping and defending groups are extremely useful; the fact they don't aim to conquer the Commonwealth also makes them very appealing to other government bodies.
Any governing body could see the benefits of the Minutemen. Difficult task, such as providing safe roads or vigilant protection of farms are tremendous in the economy of any city. Obviously, farms provide food and caravans provide trade. The Minutemen ensured the safety of these groups, making them a very worthwhile investment from other governments.
Then, you also have the contribution of civilians or caravan groups. Caravans would definitely invest into the Minutemen to help keep them going and possibly even lower their prices in hopes of getting more protection.
Civilians would also want to help in the Minutemen's development for security, possibly by helping the Minutemen with safer charity work, such as building houses or distributing food.
@@ShadowSonic2 Yeah, that’s why the Minutemen gain the Personal Trust of Settlements. People remember when you do good by them. And they would want to stick with the Minutemen because they’re the only Group who protect the Settlers regardless of anything else.
If it's because of the fact that they govern, then all governments, including the USA would be communist. that isn't the case.
@@SCP_Wandsman13_13
Are you saying the Minutemen are inheritly commuinist?
The main reason why the people hate the minutemen is because of the annoying side-quests and the inability to command and send squads to settlements with ease. If Bethesda implemented a patrol system for the minutemen where you can either personally deal with the situation or send a group of minutemen to diffuse the situation, add to that a few more missions like retaking Quincy and helping to mediate the creation of the Commonwealth coalition / the Commonwealth republic, then they would be the best faction in the game.
I agree, Bethesda had so much potential to make some meaningful Minutemen quests like a Quincy liberation or like what u said, about helping to revive the CPG. I dont understand why they dropped the ball so hard on that, given that it would have given the minutemen more of an incentive to be played.
On top of that, a patrol system and response groups from minutemen would help but maybe a late game thing, where its not really an option early game cause its only a handful of people, but when you get to the castle, it becomes an option. I know what im saying is long past the idea of making it into the game but i like thinking "what if" a lot
@@emersonreid7455 exactly! Instead, they turned the minutemen into a sidequest generator.
That's actually the reason why I'm not crazy about The Minutemen, as a player. Oxhorn is absolutely correct about why they're the moral choice, which is exactly what makes them a boring fraction; a bunch of goodie two-shoes... two-shoeses... whichever...
They need some flaws, some moral dilemmas that are fractioning their unity, some tough and questionable decisions they have to make, some struggles to balance honor&pragmatism that would make them interesting.
If they're gonna be committed to doing the right thing every time, they should be failing miserably as the downside of it(like Followers of the Apocalypse, for example) and therefore contribute to the brutal-darwinist atmosphere of the Wasteland that way.
The fact that they're both good and successful just doesn't work...
The problem with that batuhan is that they are just like the player they grow as the player grows as long as you do the mission. See we came after they had their flaws and moral dilemmas aired to the public like yesterdays laundry. And for it people gave up on them turning away and ultimately just forgetting them out right
+Robert I'd be more interested in playing them during their fractioned era, is what I'm saying.
It doesn't make sense that the same Wasteland that allows such a noble organization to blossom, also falls prey to other brutal factions. My suspension of disbelief fails when I see no one abuse the favors and the benefits that come from joining them. The philosophy of the original Minutemen was rooted in a very pessimistic view of human nature and came to the conclusion that the only way corruption could be avoided in law enforcement would be to have the public having a direct interest in its success by bearing arms themselves and due to having their own asses on the line in case of failure, giving their best efforts in order to to protect their own rational self-interest. That's why they were against a standing army; no human being could be noble enough not to abuse the power of an office that has the monopoly on justified use of force.
This had to be adressed in the game, by having the settlements living some ingroup struggles or bickering sessions with each other. This way, it feels like The Smurfs Village reigning supreme over a super mutant infested killing floor. Their operation shouldn't run this smoothly; how does an organization that has been founded on the principle of accounting for the selfish nature of human beings, finding this many alturistic individuals?
I guess if the player is virtuous, then The Minutemen remain virtuous which results in having the reward of the command of a powerful faction.
Then, if that reward was already there, what were the selfish individuals who previously failed The Minutemen waiting for to walk the path we did to build them up, to gain that same reward for selfish reasons? Having to depend on one man's commitment to doing the right thing is the opposite of Minutemen philosophy, which is automatically assuming all men who wield power are corrupt and therefore the effect of all offices&titles they hold should be minimized as much as possible.
*He Protect*
*He Attack*
*But Most Importantly*
*He Helps Another Settlement in Need of Your Help Ill Mark It On Your Map*
He becomes available as a companion after the second mission
Where are your punctuations? Why do you casually omit them?
@@carletonclements4931 hey man, relax. It's a video game
@@Sksk27547, I wasn't talking about that. Now I'm asking, why are you changing the topic?
@@carletonclements4931 oh. Hahaha :)
I realize this video is more than 5 years old, but I'm late in getting into Fallout 4 and am just now finding and enjoying your videos.
I don't know if you'll even be aware of this comment after so many years, but I just wanted to say thank you for your series of videos on the different factions in the game. You have taken what is "just a survival game" and raised it to the level of deep philosophical and moral ponderings.
When I encountered the Minutemen, they were the only faction who truly stirred my heart, and their ideas of what the world should be like was the only vision that made me want to stand up and say "YES"!!
Every other faction works ONLY if you have a strong leader with good morals, but with the Minutemen the true function of a leader is to inspire the people to believe in their own abilities to be good and better than they have been. The minutemen actually fail if all there is is just another strong leader, because the true strength of a civilization lies in all of its citizens wanting that civilization to be the best it can be.
Imagine if Preston had come up to you and said " I am the General, because only I have the vision to see what the Minutemen should be. And that is why you should follow me."
It would have placed the minutemen on the same level as the leaders of all of the other factions.
But instead he says "I believe in you. I believe that you can do this."
This is the true strength of the Minutemen: that they believe in the ability of EVERY citizen to want the best for everyone.
There is a maxim that every religion, all of science, and a lot of philosophies and political theories point to: "Life flourishes when there is mutual benefit and cooperation."
And that is what the Minutemen stand for.
It ain't never too late to get into anything. Hell, I'm playing the game now again and trying to explore every part of the land to see what I missed. So, give it a go and challenge everything.
The minutemen are the only faction that allows you to rebuild civilization. They’re the only ones who are fighting for settlements freedom, for the commonwealths freedom. And I think that puts them on the same level as the minutemen of the American Revolution, not just in looks and ideals, but in their efforts to obtain and defend liberty and freedom. That’s why I sided with them and why they’re my favorite faction
the minute men dont do shit its all the sole survivor you can rebuild settlements with out the useless bastards personally i tried to slaughter them all they are way to weak to want to join brother hood of steel all the way
@@anthonyhepburn3516 pretty weak but have good morals
@@anthonyhepburn3516 Your complaint is just that of gameplay mechanics. You could make the same argument about any of the factions. In the end YOU are the one doing all the heavy work because that is how the game is set up.
So true
And with the we are the Minutemen mod, they actually improve and get stronger.
There’s also another cool Minutemen mod called The Far West Minutemen that makes them actually a lot stronger.
Preston didn't fight for the farmers. He fought with the farmers. Ever since the 1800s the "minutemen" have been an army of the people, not the government. The name may change, but the cause never will.
Yeah! Tunnel Snakes Rule! That's what you're talking about right?
WERE THE TUNNEL SNAKES!!!
*1700s
Bracoli Man it's actually the 1700 and a little in the 1600
Bracoli Man "Couldn't have said it better myself, General"
What the minutemen lack in tech and organization, they make up for in....
*Mods*
Lol
Hail mods
I think that in cannon the minutemen are on par with the gunners it's just Bethesda was lazy and made them level 1 settlers.
When you go to the castle you find all sorts of weapons from flamers to rocket launchers heck even a fatman.
I use the mod buffed militia cus that doesn't really change the factions style it just gives them better weapons and armour and makes them level with you. My explanation for them having all this equipment is they've been raiding gunner stockpiles.
hunter k I use we are the minutemen
@@tonk4601 Not to mention all the weapons left behind after you wipe out another nest of bad guys. Like going to the Slog settlers after you clean out Saugus again. "Oh, Saugus is clear again, could you send a few folks down to help clean up all the guns and armor? Thanks!"
I feel so bad for Preston. As annoying as he is, he is easily one of the most noble characters in the game and is clearly a very good person. He cares so much about everybody and about the common people. He just wants everyone to live well, be fed, be happy, be healthy and be at peace. He is one of the only characters who really cares about eliminating evil in the commonwealth. He lost all of his former superiors, most of his friends and his family is dead. He didn’t deserve to lose that much.
Preston's annoyance in my opinion is just a side effect of video game logic.
However lore-wise. Preston is a extremely important and valuable soldier. He's the General's right hand man. A lot of administrating and planning is done by Preston. Like for example, taking back the Castle, as well as coordinate and communicating with other Minutemen and settlements.
@@300thNPCas I said the minutemen will throw thousands at a enemy to save a single life
@@truck-kun535So was the US Army when they threw hundreds of Japanese Americans to save some Texan soldiers in WWII. What’s your point?
@@chriszhang1660 what factions sacrifice thousands for 1 person in the fallout universe brotherhood doesn't enclave doesn't NCR only want there tax money and every other faction except the minutemen this is the fallout universe not the real world were on about factions
Oxhorn: could you kill swan or Kellogg at lvl1 or a low lvl? No.
Speed runners: AMATEURS!
HAHAHAHAHAHAHAHAHAHA
Me at max lvl with mods with nothing but underwear
**laughs in console commands**
Or with a powerful modded weapon
I'm reading this as he is talkin about it, coincidence
In a way, the Minutemen are carrying on the legacy of Elder Lyons and Lyons' Pride.
I'm sure if some former members of Lyons' Pride came to join the Minutemen, if they're still alive that is, the Minutemen would allow them to do so in a heartbeat! If they heard of Elder Lyons, they would probably cry tears of joy because he truly cared about the people while Maxson....just doesn't have that same flare.
Well..... we're fucked.
If all the BOS members who were working with Elder Lyons joined the Minutemen, a lot of raiders wouldn't even try
thats why i killed maxon, I belive they killed Sarah so she wouldnt have so much influence on Maxon
@@firefi1960 I say this from a game machanism note, but raiders still might. If you food and water added together sums up more than your total defense, you may find raiders attacking your settlement, no matter who is there to defend it. Realisticly, they'll probably say, ''nope.'' And go elsewhere unless they're desperate. Then those fools will go attack your settlements. Only to be killed.
This is my favorite faction. It is moral, justified, they are the underdogs, and we actually help people and work together. I feel good doing a playthrough of it. We may not be the strongest but we do it all with great intentions.
Lame ahhh faction ong
Lol
The most neutral but heroic faction, although weak and uneventful, they have a admirable cause
@@venessaap25 Gameplay wise they're weak but lore wise im sure they're better than the game portrays them. Although they're probably still the weakest faction in that period of time, but I feel if the commonwealth supports them enough they'll be able to get rid of the factions around them. Not to mention they use artillery which is a huge bonus to them.
@@daechang3955 Yeah , all what they is an overpowered anime protagonits like the sole survivor in order for them to rival even the railroad . Your favorite faction does not magically become objectively the best in game just because you joined them .
I side with the Minutemen every single time I play.
"Another one for the Minutemen!"
1:17
“‘Protect the people at a minute’s notice’...”
“Nope.”
“... That was the idea.”
Understandable, have a nice day.
Hahahahaha good ol Sturges
And that's why I love the Minuteman. And when Preston comes to say a settlement needs some help, I smile and said "Where?"
@Rijal Jose Yeah, that's undebatable.
@Rijal Jose It is sad...a good idea for Fallout, having a genuinely altruistic group who suffer from real problems of lacking numbers and resources. Your quest is to help them upgrade to a proper force to do good again.
And it's all done in such a boring way.
@Rijal Jose I downloaded a mod that's supposed to make them stronger as you get stronger, I think
That's the spirit, soldier!
Schlock Jocks what is it, is it for xbone?
When I played with the minutemen I actually kept playing after the main story line because I just wanted to keep building them up to keep getting each settlement one by one to build artillery in each one to get more settler's to have shops and farms and protection at each place that was once just a little farm when you play with the minutemen you never lose interest to keep going
When I get bored just started doing the minutemen questline until they venture you roles but the Institute Rose with a more so practically neck to neck
I love the minutemen. I actually enjoy building settlements and changing the commonwealth. I just wish I could deploy units to defend locations when they are attacked. While I am doing other missions. Like building squads giving them ranks and naming the units would be cool.
even the smallest farms i always...ALWAYS make sure there are atleast 3 turrets to keep em safe juust in case i get notified they get attacked while im deep in a ruin
Yes, that’s right, minutemen are the best think that could happen to Commonwealth. We help people in minute notice, we respond in minute notice, we are the minutemen, we will make Commonwealth one big settlement that will no longer need someone’s help. But before, you must help some settlement, I’ll mark it on your map.
We need Preston in 76
the Brotherhood will stop you in No time
Ad Victoriam
Preston Senpai! Lol
@@yazovgaming You mean the rubble across from the castle?
something that never gets old
Oxhorn: They are the Weakest Faction in the game
Me: hold on, I'll go Download We Are The Minutemen from the Nexus
It’s a good mod. I have it and don’t regret downloading it at all.
Evan Azbell me too awesome mod
The militarized minute men is also a good mod for the minute men
To get the full effect you use militarized minutemen and we are the minutemen at the same time
@@craftingpanda1172 hell yea
its funny how a game makes me feel more morally conflicted than some things in real life
You are a Good Gamer then
lol same
That's because Bethesda's writing is actually good, despite what New Vegas fanboys try to claim...
@@BoroMirraCz Bethesda’s writing can be shitty at times, but it’s not all bad. Even if the writing is trash, it's still a hell of a game.
@@BoroMirraCz play new vegas then come back
I think it's unfortunate that you can't appointment officers for the minutemen. There are a few companions who would be amazing officers (examples.. Paladin Danse or McCready). I also would've loved to be able to introduce the minutemen to the railroad or another faction of your choice to ally with each other.
I think allowing the minutemen and railroad to collab is a missed opportunity, they are both the good guys compared to the shadow government esque institute or the tyrannical brotherhood. These 2 should have some overlap
Kind of wish there as a form to have allies.
Like for example if you progress far into the Railroad quest but get banished then during the final battle against the institute you should have not only minutemen fighting but also rebel synths and maybe a few railroad agents fighting alongside them.
Like look at New Vegas if you ally with factions against the legion then you see them at the Battle of Hover Damn
Again this just proves how incompetent Bethesda is at story telling
Paladin Danse couldve join the minutemen after the Blind Betrayal quest. Where his dialogues began to change into minutemen based. Even with more side quests with him to learn minutemen route.
At 1:20 Preston said to protect the people at a minutes notice and sturges then said nope. Lol lmfao 🤣
Lol
Nice
At the end of the day when I open up my pip boy map and look at all of the settlements that have joined the minutemen, look at the vast supply lines I’ve built up, the settlement happiness, seeing thriving settlements, I feel pride. I’m proud of how I as well as the minutemen have evolved and what I have built it up to be. Now, I cannot imagine siding with any other faction. They are truly the best hope for the commonwealth.
That and all the other factions you can side with are Incompetent,Selfish,Racist,Hypocritical and/or straight up Evil.
The Minutemen are The Best Hope for The Commonwealth because they're the only one that actually cares about The Commonwealth.
@@iamsinistar8971 Yeah Railroad is really racist ngl, they care more about some tin cans than real humans
fr i pimp the fuck out of my settlements those r my babies
This video made me cry. When you were giving the speech about how the sole survivor becomes the strongest in the Commonwealth but almost died from radroaches when exiting vault 111. it just hit something in my soul. Even in real life it rings true. We can build ourselves up to anything if we are dedicated enough
SHUT UPPPPP ITS THE WORST GAME IN THE SERIES
Bro cried over fallout 4
@@nedbrown8783 yeah, and we currently live in a world where people will murder each other over a Twitter post, crying over a video game seems very tame imo lol
People cried over tv shows before. Wasn't weird then, isn't weird now.
@@razormaw yeah but fallout 4 is known for having some awful character writing, especially the protagonist
That moment when you tell Preston you didn't sound the evacuation alarm at the Institute is one of the few moments his voice actor actually lets Preston show emotion. If he acted like that more he'd be a more interesting character.
I can’t wait to hear the effects of the minutemen in Fallout 5, maybe as a holotape or a report from a faction.
That’s only if F5 takes place after 2287. Which it should,but ya never know...
@@NetworKrakle God that’d be dope tho. I feel like the canon ending would be the Minutemen destroy the Institute along with the Sole Survivor, but if they came out with a new game to give a straight answer I’d be happy af.
I think F5 will take place somewhere in the Midwest. Personally, I am gunning for a Fallout game set along the Mississippi River, starting in New Orleans and slowly working your way up the river securing cities along its banks (i.e., Memphis, St. Louis, the Twin Cities, and as DLC Vicksburg/Jackson, Baton Rouge, and Shawnee National Forest), to have a trade network that spans the river. My idea would be that each stop along the way is its own individual map, which you travel to by boat, each map being the size of F4's map with unique factions in each stop, with there being 4 significant factions that exist along the river, the Brotherhood being one of the major ones, but each major faction will be the morally right choice in only one stop. Before you leave the starting area, you must choose one of them, and you can never leave them when they do something you don't feel right with along the way. This idea would take years and years to work on and would be the most complex game ever made, but I feel that if it is ever made, it should be the last Fallout game ever, the ultimate achievement for the franchise.
@@drewengel7073 Mostly think this is a cool idea save the not being able to leave bit. In a Role-Playing game if a faction I join decides to do something I feel is greatly against my characters own alignments to the point of leaving, I’m gonna want that character to leave.
I hope fallout 5 is set in Nee Orleans
It really sad that a lot of people find it hard to think of the concept of doing good for doing good sake. A good person helps those without asking for anything back. A good person does not need to be asked to help someone. And a good person values the lives of others. That guy who demanded that he have massive power because he is the general, that is not a good person. That's a demand of respect of authority. Those are earned in game and in real life, title means nothing if you haven't earned the respect it comes with.
Clattertrap I totally agree with you on this the world would be really bad if everyone was in a constant power grabbing state such as the Institute or Maxon's BOS (the Railroad is nice and all but disconnected from others concerns). Really in the end it is factions such as the Fallout 3 BOS and the Minutemen who strive to better everyone by helping others first, a truly noble and selfless trait.
Ethan B we've got a cult, authoritarian, and an isolationist faction while the Minutemen are more about freedom for the people, rather than be the protectors they see that if the people can unite they'll be the ones protecting themselves expanding their numbers. It is better to teach a person to defend themself than to be their protector and that's what the Minutemen is doing, BoS promises to protect these people but that still leaves those people vulnerable since they refuse to teach those same people to protect themselves, and Maxons Brotherhood only seek to benefit themselves so keeping the people of the Commonwealth reliant on them leaves them vulnerable forcing them to comply to the Brotherhoods demands without question.
That is where the concept of superhero comes from
superhero
I think it is important to point out that the person Oxhorn quotes said "accidentally" shoot someone's head off. As in while defending a settlement an innocent person dances in front of your gun as you are shooting the enemy and gets hit by friendly fire. Not that you walk into a settlement screaming that you are the general and that all should bow before you while you are rattling of shots at the people. Also the idea that the only good leader the minutemen have had in a generation should not be going out and risking his life for every single problem in the commonwealth. As the leader and organiser of a military organization you should be sending teams to the places they are most needed. At least if you want the commonwealth to continue much longer you shouldn't be the main person being shot at. There is a reason that the heads of military organizations don't climb into a jeep and charge at the front of the army. The degree of investment and accrued value of someone with the rank of general means the risk of losing them is not worth the small gain of one tiny deed, hence why Patton and Churchill were not charging up the beach on d-day.
Oh my lord imagine if the Minuteman had Liberty Prime with a Jetpack
....thats good.....
that would be a very bad thing
It would be beautiful
COMMIE SETTLEMENT DETECTED, I'LL MARK IT ON YOUR MAP
COMMUNIST DETECTED ON AMERICAN SOIL
I came back to this after a while. And I remember thinking: "This is annoying."
But I look at it now and think: "Look at what good people can do if we all work together."
I really hope the Minutemen somehow make it into fallout 5. If not them then a faction like them!
they will. no way fallout 5 wont feature NCR on west coast. and a new England republic or AKA a rapidly expanding minutemen republic. with these two republics working together against the ENCLAVE stronghold of Chicago.
@@JTL1776 I love that idea.
But the Enclave is gone. We saw them get blown up at the end of Fallout 3 by the lone wanderer and scattering.
@@pendragonxt3674 I can't wait for "somehow the enclave returned"
@@DogsRNice Perhaps.
Jesus Christ Oxhorn, now I feel so inspired to rebuild civilization with the Minutemen. Im off to aid settlements.
I'm disappointed that there's no option to unite the three surface factions in an assault on the Institute.
It would require the deleted option where Paladin Danse challenges Arthur Maxon for control of the Brotherhood of Steel.
I envision it thusly: you would have to convince the factions to work together; getting the Railroad and the Brotherhood to get along for this will be the tough part.
First, you have the Minutemen and the Brotherhood activate Liberty Prime. You sent him towards C.I.T. ruins, catching the Institute's full attention, whereupon they deploy their Synth armies to the surface.
While the Institute is distracted by the coalition army and the Iron Giant, you take control of the Institute's teleporter, smuggle a strike team of Railroad operatives, Brotherhood Scribes, and Minutemen in. The Railroad starts the Synth uprising supported by the strike team while the Railroad and the Scribes steal as much research and data as possible. Classic divide and conquer.
When Liberty Prime reaches C.I.T. and blasts a hole in the Institute's roof, the Brotherhood mostly hang back to secure the exit, with the bulk of the assault force comprised of Minutemen going underground to reinforce the strike team and the Synth rebels. The reactor is rigged to blow, the evacuation order is given, the surviving members of the SRB are arrested to be put on trial, everyone gets out of dodge, and you start the fireworks from a safe distance. The Railroad takes custody of the Syths until they can be resettled, the Brotherhood is given the bulk of whatever tech research the strike team recovers, Liberty Prime is reprogrammed to require authorization from the heads of all three factions to operate within the Commonwealth as an act of good faith, and all three factions are given roles in the new CPG.
The Minutemen are the leading faction, covering local defense and maintaining trade roads like a police force. They keep the trade routes clear of raiders and hostile creatures, set up a coordinated trade network for scavengers and farmers, devise standard operating procedures for things like prospecting, scavenging, treasure hunting, and the like;
The Railroad act as an intelligence agency and handles Synth affairs for the CPG. They gain Spectacle Island as their own settlement, safe house, and operations center, while there would also be a manufacturing plant designed to supply the factions and the Commonwealth with weapons, armor, ammunition, and equipment;
And the Brotherhood of Steel are kept as a hired mercenary force, allowed to conduct their tech salvage missions and given a stipend from the CPG in return for aiding the Minutemen in clearing out raiders, super mutants, and hostile wildlife, so long as they agree to let free Synths and sentient Ghouls be, and to allow the people of the Commonwealth to keep the less dangerous tech they need to rebuild. Recovered intel and information would be shared collectively with the other factions, and they would be called in to safely recover and/or deal with technology that is too dangerous for common people, can't be used without a proper industrial infrastructure, or just so weird and outside context that the Brotherhood have the only people who can make sense of it. In addition, The other factions would use their resources to help the Brotherhood look for a new source of coolant for the Prydwin, or perhaps a more efficient way to keep it's reactors cooled.
There would be joint operations and campaigns for the three factions, such as retaking Quincy and finally shutting down the Gunners for good, wiping out the raiders of Nuka-World, clearing out all hostile bands of Super Mutants from Boston, ect. For the Gunners example, the Railroad could infiltrate the group if they haven't already, relay information about where all Gunner strongholds are and what kind of forces they possess, sabotage their communications network, assassinate key officers, exacerbate rivalries, instigate mutinies, stuff like that. The Minutemen would use their network of artillery to bombard Gunner outposts and strongholds, and then work with the Brotherhood of Steel to rapidly deploy armored ground forces with vertibirds to sweep in and mop up. In addition, there would be lead-up missions for each campaign, such as getting certain people onboard, finding ans securing forward bases and logistics, white and black ops missions, stopping rogue elements from ruining your plans, ect.
What do you guys think?
Edit: nexbil 01 has made a series of documentary videos exploring my ideas.
Speech 100!
Only thing I'd point out is that the BoS have T-60 and gatling lasers so they may have to take part in the frontline assault. That is, unless the Minutemen become more well-equipped than the Brotherhood by then.
I think you should unlock this ending if you have high enough reputation with the three factions but without locking you in with that faction,max charisma,and if you took the castle for the minutemen and get liberty prime built
well that just makes the game kinda dull when there's no sacrifice or consequence to your decisions
Vaping Fury that’s true
@@vapingfury4460 That's why t should be difficult to achieve. Peace typically is dull. That doesn't mean it isn't a worthy goal to pursue.
As the general, you should be able to station minutemen in each settlement to provide a rapid reaction force. they don't have to be full time even, just local citizens who volunteer, go though training, and then drill for an hour or so every day.
For me it's all head canon but it would be nice if there were an official process.
@@jonnyg9865 You can actually do it now if you get the minutemen reborn Mod
@@hauntedhouse7827 or fcom
I just use cheat terminal to spawn a minuteman into a settlement, allocate them to defense and kit them out how you want 🤷♂️
@@deezelfairy Nice, unfortunately I am one of those "console" players so I don't have access cheat terminal, but I have been using the Liberty reborn mod.
I think people are a little odd for siding with the brotherhood, railroad or institute I mean sure they're stronger and give you better rewards
But morally the Minuteman are better... I think one of the main reasons why people hate the minuteman is because of "Preston"
Which is weird because Preston is a pretty good guy once you get to know him
I just wanna have fun. Morals in a video game don’t matter to me much
I kinda see it that way, i tried the other factions but it's not quite the same
their hate is mostly not even the fault of Preston's character but mostly the way Bethesda programmed him to constantly get you to help a settlement everytime you talk to him. Its exhausting since the quests are even time limited and will fail if you take too long meaning you can't even ignore it like most quests.
Not odd at all. Its a role playing game. You make decisions based on the character you created.
Preston could’ve used better dialogue. The Repetitive dialogue is what makes the minutemen missions FEEL repetitive. Repetitive missions can feel new and fresh with the right dialogue
I like how you distinguish Raiders and Minutemen. They're a civilian force. Part time soldiers including the general. You're a volunteer helping out. People give you Caps and resources because they believe you deserve it. You're not the government, you're not a king, or a tyrant. You are someone who helps out defending the weak to give them a chance to set up their own government and helps ally with each other to create a harmonious coalition. You create hope and lead volunteers.
You also (At least I do) give the settlers the tools they can use to defend themselves and their settlements, turning those who were sheep for the other factions into wolves themselves.
They're an army
@@Chino56751 They're a militia
Modeled similar to their namesake
the principles of a society, i think so far in the fallout lore, the minuteman aproches the most to the ideal of a perfect society, they do not have a satanding government, yet they have the rule of law to some extent, they dont have an army but a civil militia, that means the whole fuckng commonwealth can become a gigantic army that i think could hold out even a NCR incursion for some time. also having no styanding gobernment the commonwealth is much less prom to corruption as contrary to the NCR, i realy hope we can see more of the minuteman in future games, will be awesome to see some vertibirds landing soldier clad on power armor, and whole bunch of soldiers wearing combat armor on top of the minuteman attaries. bringing rain down of artillery on an icoming atack to peacefull settlement far away from the commonwealth, maybe cleansing the capital wasteland, i really hope they can overpower the now corrupt NCR
The Minutemen are honestly my favorite faction. They fight for the good of EVERYONE, not a pet cause. I wish that after the Blind Betrayal quest that there was an option for Danse to covertly operate with the Minutemen. He could train the new recruits and help with anything with reconnaissance missions since he has intimate knowledge of the Commonwealth. He could benefit the Minutemen a lot and I WISH I COULD HAVE HIM JOIN THE MINUTEMEN
The minutemen are the most boring, for me. The minutemen don't tax's or extort, they don't conscript solders and they don't have ANY controversial believes. Do the minutemen hang captured raiders? do the minutemen put retired raiders on trail? If a minute man dies in the line of duty is his family compensated, and if so how? The minutemen are the "good guys" and that's all they are as a faction.
@@erispapps9929 Did you copy and paste this from when u said the same exact thing in another comment lol
@@darthsion8081 yo fr I dont know what he has against the MM apart from "they're boring"
@@carloslyon2256 the only bad thing about them is that the settlements have problems no matter what u do xD. They should fix that and change it with another mm quests xd
@@lolololbanana1829 yea i agree they get a bit repetitive after a while a quest where they shorten the amount of quest u get from them should be added.
Settler: "The Brotherhood of Steel dealt with those raiders for us at last, there won't be anyone to steal our food anymore."
BoS: "Well, yes, but actually, no."
Or. More like under new management.
I hated those suckers. Each settlement was nothing more than a support for the BOS. I hated to do that.
The minutemen general: ex FUCKING cuse me
“The sole survivor who almost crumbled to rad roaches in the beginning of the game.”
Me: sweats nervously
- yes. Almost 😅
The radroach? Pshhh, I got electrocuted to death my very first game by that damned malfunctioning generator
@@shawnwolf5961as soon as I saw that I avoided it like the plague
I always overlooked the minutemen. Until I realized the Castle belonged to the minutemen, then I completely took that over and fortified it, needless to say I made it look awesome. And it was VERY defended.
"To be anywhere to defend anyone from any enemy at a minute's notice"
and there, you just described the greatest asset of the minutemen. this is, by far, their greatest strength and it is one that none of the other three factions have any claim to.
They're like ants. Small and weak individually but together creating a force that even bigger creatures can't destroy. Unless an anteater (Liberty Prime) shows up.
Yeah when they come in as weak as a radroach with a pipe weapon, but you can get mods so they level with you.
Ricky Williams Liberty Prime couldn't destroy the minutemen at their full strength.
Jupiter Jaeden it took a nuclear bombardment from an enclave satellite to kill liberty prime 1.0. the brotherhood of steel built him better this time.
Sole survivor: “Why can’t you lead the minutemen?”
Preston: “That’s just not who I am.”
Preston: **proceeds to tell the Sole survivor to do for the rest of the game**
Rayquantum looks like other people who still watches oxhorns old videos! Hope ya have a good day!
You're not alone in that thought, my first play through had me saying "Really dude? Do it yourself!" He always knows where to go and what to do, but never gets off his arse long enough to do anything! lol
Sole survivor is the true simp
@симп тhе Малыш Let's be honest, the Institute being blown up is pretty much doom for all and is most certainly cannon. No way around it.
That is a problem with Bethesda's writing. to many faction quest make you the leader but give you know authority as leader, or force you to become the leader without consent.
This is exactly why the Minutemen are my favorite faction. They are the good guys through and through. Not only that, but they are indeed the weakest faction in the game, but the fact that you as the player has the ability to make them stronger is fascinating in my opinion.
I do wish you had more control as the General though. Like having a respect system would have been so good. What I mean by this is that when you get a notification saying "[Settlement] is under attack" you could be able to go into your Pip-Boy, click on that settlement and be able to link Settlements in the area to it, in doing so, all linked settlements send Minutemen to fight the battle for you. Doing this succesfully defends the settlement if you A) Have enough people moderately to well armed ready to fight and B) Have enough respect to do so. If you don't have enough respect, they won't go on your behalf.
Now to earn respect you have to help out settlements, continue to personally defend settlements and give things to settlers. Like Purified water, aids, foods that aren't grown ect. You lose respect if you leave a settlement too long without defending and you don't gain any from letting other Minutemen defend the settlements.
This way, you actually feel like a General, you gain respect in order to not have to drop everything to defend a settlement but you also have to act like a general in order to keep your earned respect. Plus, you're not treated like "just another Minuteman" but treated like the General you are. Get spoken to with more respect, even from settlers that aren't in one of your settlements.
But I also get why they didn't do this. This would be far more appealing than any of the other factions. Well, to me, The minutemen are already more appealing than the others anyway. The Institute don't care about anything other than research and experiements, they're like the post-apocalyptic Vault-Tec. The Brotherhood are just comply or die and far too military for my tastes, just there to bleed the Commonwealth dry before moving on like a swarm of locusts. The Railroad don't care about anything other than Synths when there is much more going on than a few Synths wanting to be free. Their priorities are all out of whack and just seem to be wasting their resources on that over their fellow man. The Mnutemen are the best by far for the Commonwealth and for the world to heal. If every place had a faction like the Minutemen leading the charge, the world would be able to stand once more and become somewhat normal again, well as normal as an irradiated wasteland with giant monsters can be anyway.
I really like the idea of the Respect System. :)
If the Minutemen had their own dedicated game, this would be the ideal way of playing it
I mean, they do fight the battle without you. Sometimes they win, sometimes they lose. If you don't show up, the minutemen still defend the attacked settlement, just off-camera. The only way to guarantee a victory is to show up yourself, and I think that scans pretty well. If you show up yourself, do they really need to show up? Not really, not unless you call them with a flare.
I absolutely love the Minutemen... even if it is annoying having to trek halfway accross the commonwealth every other moment. Still, overall it is fun getting to build a force up from nothing... and there are exploits to them, like free food. Generaly, they don't mind you harvesting a crop yourself, and often one can find "extras" in the bench. I don't know how many times I've found an razorgrain or tato in the bench that wasn't there before. It's like the settlers are going "Oh hey, thanks for everything you've done, heres some of the excess food we had. Best of luck."
MediBunny. True. That's why the Minutemen in normal and survival mode for the game, if you get every settlement under your command, set up links to each one, and have artillery at every. You literally can have stand up against any force.
Institute: "Join us! We have toilet paper."
Brotherhood of Steel: "Join us! We have cool shit."
Minutemen: "Join us! We have the Castle and Artillery."
Me: *Confused screaming!*
Railroad: join us we have a cool companion and ballistic armor but our goals are shit
Listen minutemen you had me at the castle but mix it with artillery you had my curiosity now you have my attention
@@rangopistacho6928 Cool companions? You mean just Deacon?
@@rangopistacho6928 ending slavery of a fully sentient, entirely flesh except for 1 single part that is metal, race of beings is a pretty good cause, if you ask me.
Railroad: "Join us! We have... a silenced 1911, I guess?"
0:45 well in my game I just have a huge stockpile of T-45 PA and some suits of T-60 at the castle which is still a functional settlement and have a mod ( buffed minutemen militia 2 ) that makes them use T-45 PA on patrols and flare guns
I've just finished watching all of your base game faction evil/good videos. They're great, you present well researched, well reasoned and balanced arguments for and against each faction. I must thank you for changing my perspective on the Minutemen. I recently went back to an old save where I was trying to get the "best" ending(The one with three factions still alive at the end) and I was going through the motions of playing each factions bit. I'm on the final stretch ready for the nuclear option, but after watching this video I'm going back to all of my settlements, which I made just functional, and rebuild the Commonwealth properly.
MarmadukeRape
@@viracocha Go. Away.
I prefer killing the brotherhood of steel rather than leaving them alive
@@nerdienew911 i could never kill the brotherhood of steel if given the choice. I have too much of a soft spot for them
@@lunadilts468 you have a soft spot for people who raids settlements and killing innocent synths?
I feel like minuteman are necessary to unite the Commonwealth and then create a government, like NCR. I wouldn't want my character to be the ruler of a country, but a general is nice
Danat Brando civilization Will rise again!!
The NCR is corrupt AF, tho. It'll fall eventually, either internally or by Caesar
Danat Zeppeli yep except the ncr will always have a leader because of their president and government Minutemen ain’t that developed yet
i think the whole point is to not have a goverment. the minute men are the most libertarian thing in games i know
If there was no Institute. The commonwealth would have own government... Maybe it would have become lile NCR. People came to Diamond city to build goverment but a synth kill them all...
"the minute man are the weakest"
it reminds me of the NCR, the weakest faction to rise up, and now is a powerhouse that even the brotherhood of steel fear,
just like the song
"started from the bottom now we're here"
Kael 93 the railroad are the weakest too small in numbers to have any offensive attack they rely on ballistic weapons.
Yeah, because they went the Eastern Brotherhood way of building an Army and taking what they want.
They have members all over the Wasteland, though. And they don't have the same ambitions.
ain't that a kick in the head
Kael 93 or you are an courier who got shot in the head.
As much as I love the Minutemen, I still feel like they should have had to team up with the Railroad to actually take down the institute. Neither faction seems to either have the technology (Minutemen) or the manpower (Railroad) to do it on their own.
Another interesting option could be for them to work with the Brotherhood. From there, do they end up as a puppet or do they end up fighting a more traditional war?
I don't want them to be forgiven if i randomly go kill people and have caps delivered to me. But generals command troops and oversee the force. It would be cool to command patrols, keep track of troop movement, issue orders, see to it training, see to it the fighting force has supplies and better equipment. I know much is done with settlements but not really the active army component. Imagine if a settlement needs help and you could send a force to assist or go yourself, or if there is a rumor of raider activity in an area so you send reinforcements to patrol near the settlements and guard caravans. Things like a general would do.
if it were a conventional army or armed force then i would be inclinded to agree, but the minutemen are not the NCR. They have no real structure in the form of squads, platoons, battalions and such. They are simply people who agreed to help eachother when shit hits the fan. The minutemen general is less of a tactical position and more that of a role model.
Daniel Diaz And that's why the Minutemen have no staying power. They have no organization, no set of rules.
well they do not need power because they are not a government. they are not trying to start a country, they are simply defending people who cant help themselves. That's not to say that there is no organization at all because their most certainly is, just not to thew same extent as say the brotherhood.
either way I fave the FCOM mod downloaded now I can command troops to my hearts content :)
go work at bethesda
Late to the comment game, but this video represents every reason why my first playthrough was Minute Men.
My wife watched me play most of this game. And when I had to make the call of what faction to back, she asked my why the Minute Men.
My response was, "Because they're the only ones who give a damn about the people, and dammit that's worth fighting for."
The Brotherhood’s manpower with the Minutemen’s morals along with the Institute’s technology and the Railroad’s secrecy = Perfect faction
Huh that feels familiar- Wait why is there a black flag with a E and stars flying?
Autumn's view btw
@@zombiedalekweck2243 In what universe does the Enclave have the Minutemen's morals? The Enclave wants to return to pre-war America and are prepared to forsake all morals to achieve that goal.
@@vetarlittorf1807 actually in Fallout 3 Colonel Autumn fought against the cleanser President Eden and wanted to do what the Brotherhood basically wanted
the secrecy isn't needed, the minute Men are meant to be out in the open
@@silversnakeproductions3241 Yeah but i'm sure they would charge people for that water, i don't think Autumn is doing it out of kindness.
Dude.. if they ever made a Fallout where the West Coast NCR links up and shake hands with the Common Wealth Minutemen... man that'd be so SICK
The biggest weakness i find with the minutemen is that they are utterly dependent on the leadership of the General, every time the General dies or goes astray it severely cripples if not outright destroys them as a faction.
Still the minutemen have the potential to change that, they could make it so that there will always be a successor to the general like a vote among settlements with/or the general requesting someone to follow after them if they are no longer able to lead. Definitely flawed but it’s something they could do to improve themselves
Yes someone mentioned this or the fact that factions like the ncr and the legion or even the enclave are gonna mop the floor with the minutemen that’s why it doesn’t make any sense from a lore standpoint that the minutemen are not the cannon ending (plus nuka world dlc pushed the becoming a raider)
that's because the minutemen doesn't have any elaborate hierarchy or ranks, it's just a bunch of scattered voluntary militias let by a general, it's absurd
@@gerald1495 I take it you didn’t listen to the story?
@@gerald1495 Agreed. Also looking at other major factions, they suffer from similar illness or worse, mostly having just one leader-guy with ultimate power inside the faction, making the ranking system semi-useless. Yes, BoS has chapters and elders, but does it make a difference in that case (in this game)?
I think, from a role-playing point of view, the best part of The Minutemen is that they are truly YOUR faction. You can become the leader of The Institute, but it is not your faction. You don't build it, just maintain it. As you build mortars, supply lines, etc you feel like you are truly building a faction.
Also, they are basically the early NCR, so there is that, too.
Personally I don't identify with jingoistic, naive, highly corruptible, undisciplined, poorly armed, uncoordinated, average people. I do however identify with intelligent, logical, innovative, unsociable, shut-ins. Therefore, the Institute is MY faction. All the better that one can become Director and head-canonically change the moral course of the entire group and their view of Synths for the better.
Kazuma - kun jingoistic? How are The Minutemen jingoistic? Also, naive? This term really gets thrown around a lot. It means that one is not well-versed in the ways of the world. I don't really think The Minutemen wanting to form a rapid response force for the common people of The Commonwealth outside of Diamond City, Goodneighbor, and Covenant. Also, Preston is very cognizant of the morality of the actions of others, and will get his hands dirty, when necessary. He's not a pacifist who assumes that raiders will get in touch with their inner humanity.
Lupostehgreat
Well, Jingoism is basically extreme patriotism, and the Minutmen are modeled after a colonial militia and insist on using outdated weapons and bases just for the sake of retaining this ideal image... so yeah, jingoist. And they're naive because of all the reasons I stated before. an Untrained, undisciplined, corruptable, poorly armed, group of volunteers, with a loose chain of command policing all of Boston from creatures and marauders is a naive idea.
I'm not saying they're a bad group, I'm just saying they're unfit for the task.
Kazuma - kun did you just imply the instute isnt corrupted they believe in ends justify the means which u may agree with your the one doing the justification and not the one whos life being taken is trying to be justified it is not niave to help others its just something that someone how doesnt want to hold there morals to any standards . and you call the minutemen undisiplened yeah well every thing must start somewhere so maybe you should strengthen that faction rather than abandon the remaining just hope in.the commonwealth
Kazuma - kun no they dont its causd they dont have anyother options for fuckin weaponry
"Weakest faction."
*Me laughing while installing Militarized Minuteman mod*
that's cheating 😅
@@tlivelife_waag1150 mods are not cheating. Cheating is using console commands, and even that can be lore-friendly (for example I resurrected sarge as a castle guard and placed him next to the MK IV sentry)
Well if you think about it the militarized minute men is actually how they should be after you retake the castle because... Even if the castle armory isn't that big lorewise there should be some assault rifles, hell they even had a sentry bot so they can get miniguns or rocket launchers and like oxhorn said, hell i can even see them with literally even more power armors, gatling lasers, water dams like hoover dam, and the economy of the dens, hell i can even see them like making a conversatiom with the ncr to join or become allies or imagine even an elder from the BoS surrendering to a farmer
@@zmithyimafail8440 I think we can safely assume that's the case for all minutemen overhauls ( if you download the mod after you get the castle )
@@storrantv3270 i need it man, i want to make an NCR run tbh.
I love that the Minutemen are your own faction, leaving the player with freedom to play them how you want. One of my favourite playthroughs was as an evil minutemen faction.
just get the nuka-world DLC you won't be anyone's Pawn
I only have fallout 3, it sounds like the minute men are fighting the good fight. Three Dog would be proud.
Three Dog is, indeed, proud, considering the VA is in the Storyteller's radio station mod thing and plays Three Dog in it, IIRC
Admiral Dina oh I wish I could use mods I play on a ps3
Christine Jaquith I killed him the minute I saw him just because I liked his outfit, I thought he would still be on the radio, I was wrong
welp im happy that someone likes fallout 3
Too bad the brotherhood probably already killed him to keep him from reminding them how much better things were under the Lyons and refusing to lie about Maxy walking on water and shit,
Even if the Minutemen only last a few years before falling heroically on their swords, they'll do more good in that time than any of the other three factions. The battle for tomorrow is not the fight you need to worry about as the Sole Survivor. All that matters is picking the one that's right at the moment. Whoever follows in your footsteps will have a similar choice on their hands, because war... war never changes.
Except we know that the minute man is the least logical faction to pick knowing about the legion and NCR or probably how the Enclave is still alive and breathing somewhere the minute men do not stand up to any of these factions
@@manuelmoralez2257 When pragmatism is placed ahead of principle, principle may as well not exist. You might as well just join the raiders from Nuka World.
@@chiffmonkey lol what’s funny is the lone wanderer probably does become a raider lol because every ending dlc pushes a specific ending as it’s cannon ending like broken steel in fallout 3 ( lonesome road is it but different and better written) and nuka world pushing becoming a raider with all the achievements etc
Okay you completely changed my view, thank you.
@@manuelmoralez2257 you can just destroy raidets lol
An addendum to my "Factions Unite" idea, there should be a post-Institute campaign to rebuild the Commonwealth into a functioning nation. Things such as helping set up better, more secure roads, or getting the railways up and running again for trade between certain major settlements. Hell, perhaps even start a shipworks in order to get water-based trade restarted.
There could be a mission to clear out and demolish a section of Boston set up a new "scavenging and processing hub" somewhere between Diamond City, Goodneighbor, and Bunker Hill. Something of a massive warehouse, collection center, chop shop, recycling and disassembly plant, and distribution center for all the salvage and scavenging operations in the Commonwealth. A place to take junk and spare weapons and armor to have it categorized, stripped, disassembled, restored, repaired, repackaged, or broken down into spare parts and components. It could then send weekly inventory manifests or catalogs to all the settlements and their stores so they can order what they need or want with the next caravans. It would employ hundreds of people from the Big Three Boston settlements, and would be the major component supplier for factory settlements like Spectacle Island.
Similar to the previous idea, setting up a center to better manage food distribution int the Commonwealth, and also use factories to manufacture pre-war food items and drinks, like Sugar Bombs cereal, CRAM, and Nuka-Cola. Perhaps a major quest for it would be to look for materials to build a large refrigeration unit, so that meat and milk can be stored for longer periods and possibly even produce ice blocks to sell to nearby settlements. The place would also be where farmers can go to buy crop seeds, taken from processed produce.
And finally, a center to act as a Radioactive Material reprocessing center. Staffed mainly by ghouls, friendly and intelligent super mutants, robots, and humans in _heavily_ shielded power armor, their operation would be to scour the Commonwealth for places where Mass Fusion illegally dumped barrels of toxic waste, and then after securing and sealing the barrels, transport them back to the facility to reprocess the waste into usable ingots for settlements that require something nuclear powered. The facility would have to be lead shielded and kept at a safe distance from the other settlements, obviously. The super mutants would be there for the heavy lifting and defense, the ghouls for the delicate work and processing, and the humans to handle sales and distribution. In addition, a side operation would be to plant sunflowers at every salvage site, since sunflowers are excellent at leaching radioactive contamination out of the soil. Robots like Mr. Handy would handle the sunflower planting, and then return once the flowers are full grown to harvest them for safe disposal, and possibly more cycles of planting depending on how severe the contamination is.
Your thoughts?
Wonderful, truly magnificent 👏👏👏👏👏👏👏
Plus, the Minutemen could one day educate its citizens to become more intelligent and charismatic individuals. Bringing knowledge to the people will eventually foster scientists and candidates for leaders, and bringing back the CPG will remove the Minutemen's dependency on an individual leader. In a world where parasitism is mainstream, the mutual interaction of the Minutemen is all the more important.
This is the waste land and will take more than one man to do all this you know. So get the minutemen and settlers to help you do this it'll be much easier that then by doing it yourself
idk man they should stick to synth monke
@@LeMON6847 Hey, this is a game where one man/woman can singlehandedly build something like twenty small towns and one underground Vault.
i think you should be able to order members of the minutemen, like a general would do. Or create a small squad of minutemen members to go defend or clear out a dungeon or enemies.
I hate Railroad,
Why??
I hate going into that church and not having Fast travel from inside the church.
damm,same thing here,i gave up on fallout bs i couldnt leave the damm church,my fps drops like hell on that church on random moments
You've never sided with the railroad, have you?
If you side with the Railroad, fast travel is enabled. The requirement is that you only do a quest or two for them.
You have to complete Tradecraft and become an agent
Louis Yeh Yeh I have done quest with railroad, but for me fasttravel was only allowed after leaving church.
Throughout history, we tend to find that the greatest leaders were those that fought on the frontlines alongside their men, not hide behind them in safety and comfort.
Such as?
@@aaronward2923 Patton
@@thedarkestryder2763 yea, but let's be real, he didn't actually lead from the front.
He was near the frontlines similar to Rommel in order to inspire troops, but he wasn't leading attacks. Combat leaders are the sergeants and Lieutenants leading squads and platoons.
@@aaronward2923 Charles de Gualle was a great leader, and was also directly involved in the frontline fighting a lot of the time both during the battle of France and afterwards in ww2, which got him wounded several times during combat. Churchill lead men from the front in ww1 charging the enemy trenches along side them as a captain after his political career had floundered temporarily, which gave him the credibility he needed in ww2 when saying ''We will fight in the beaches, the landing grounds, on the ocean and in the air'' because many truly believed that if it reached london churchill would be there among the defenders with a rifle in hand leading a portion of the defenders. In ww1 meanwhile Rommel learned how to be a great leader by leading men in trench raids, a pistol and grenade in hand. True later on in their lives the great leaders aren't continuesly on the front anymore due to their rank requirements, however they are close to it and oft even still fight on it when necesarry, while being in danger nearly as much as their actual frontline soldiers.
@@aaronward2923 what about the greatest general in history, Alexander the great? He's the first general that comes to my mind, Pyrrhus of Epirus was also an amazing general who fought on the front lines.
Edit: Spelling
"Can you kill Kellogg or Swann at level 1? No!"
*Mitten Squad wants to know your location*
I can
Same for Radbrad.
The Minutemen is an awesome faction. I like their style and Preston Garvey is a cool character. I know he’s buggy but still he has a great attitude. Plus I love how the final mission requires you to fully customize the castle. That is an awesome idea because your turrets can take down the institute forces very quickly. In my opinion settlement building was the best part of Fallout 4. However I really do wish that Bethesda added a mission where you can retake Quincy and I wish you were able to recruit the USS Constitution robots. Maybe they could’ve parked the ship right next to the castle and they could’ve use their cannons to help you in the final battle. That would’ve been awesome!! 😎👍🏼
Now I feel justified about loving the minutemen.
I’ve gone full native with the Minutemen and settlement management. I’ve spent more time managing settlements then doing the actual story quests. I’ve developed an obsession with equipping the settler guards and supply routes with Minutemen uniforms and upgraded Laser Muskets.
The Brotherhood might have their floating airship and power armor, but I’m going to have an artillery in every settlement and guards in full combat armor to defend them before I’m done.
Yes, i like minutemen too. And i download some mods, who can give more faction armor and weapon, more mission. I know good mode "Minutemen takeover nuka world", where you can liberate Nuka World and kill raiders. Airship settlement can give you mobile base, how Prydwen, sim settlements 2 and sim settlements 2 chapter 2 give you chance destroy Gunners organisation with minutemen army.
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@@Transportmeister46 I might need a list of all of these mods for the Minutemen! They sound like a blast to play!
@@mikata_mark_official5306 ok, when i come home i write modlist.
@@Transportmeister46 Cool!
"Minutemen are the weakest faction," *laughs in we are the minutemen*
Minutemen are the immortal faction , even players can't kill them all.
@@Henanjiun The minutemen is more of a idea than a faction
W.A.T.M really should have been put in the vanilla game in the first place. Bethesda has no excuse to be this lazy with a faction.
@@thegradyfiles Pretty sure my heavily fortified castle complete with artillery, sentry bot guardians, dozens of soldiers, and my character's own war discussion room is just a hair more than an idea.
@@veganleans7500 The minute man is.... is...
Is...
I got nothing