Fallout Cartography | Minutemen
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- Опубліковано 21 лис 2024
- The first of the faction cartography videos, the Minutemen! Lets explore the faction from a birds-eye view and see what interesting details we can tease out of the lore, as well as any deductions and predictions for the future of the Commonwealths most relatable faction.
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i really, really wish the minutemen story would have been about retaking and rebuilding the special settlements like quincy and salem, maybe even setting up a new cpg, and maybe the brotherhood tries to intimidate-- the potential was so huge
Sounds like a good idea for a mod
I agree. There was such huge potential to keep releasing content and expanding this game. So much more could have been done with all the factions.
i actually started getting into fo4 moddding for this, i think it'd be cool if to reestablish the minutemen you first retook salem or concord and made them into proper towns like goodneighbor or diamond city and not just little settlements
"The potential was so huge" thats basically all of Fallout 4.
I'd still like for a mod to remove the enemies from quincy, create a separate worldspace to dump them in(and serve as the battle to take it back. Obviouslythe gunners would need to raise the walls so you dont just walk in and somone in the battle would drop the key to get in), and actually be able to properly take the place and rebuild.
Ps I'm aware that's probably not actually that easy to do.
Props to the two randos in the middle of nowhere and thier single tato plant refusing to leave their "farm" to join a more established and safer settlement.
I mean that’s essentially us with settlement building
Enclave Playthrough: keep taking over small farm settlements and divide the families living there, sending them to more high-tech settlements as slaves
Gigachads
@@eliphas_vlka Attempted Gigachads, failed, but attempted.
@@alexchop391 That's one way to do it I guess, I usually send those two bums packing to somewhere I don't have to dump more resources into defending.
Remember there are a bunch of failed water settlements. No workshop but folks obviously tried to make a go of it.
Noticed that alot more while playing survival mode , you actually get to explore the map even more on SM and learn alot of stuff you missed
@TheDbroncos420 yeah survival mode is the best way to play. Really gives settlements a purpose and you appreciate the journey so much more. Plus once you unlock vertibirds or teleportation there's an actual reason to use them.
>remove fast travel
>improves game astronomically
Almost like we’ve known this since oblivion
@@mcbeaty3971Yea I like to play the game without fast travel
Thats because the mirelurks are like a hivemind army they know which settlements to attack and know which people are vulnerable for ambush which they assume is you because you are either solo or have another companion its like theyre being issued orders
I'm pretty sure Diamond City can be considered officially part of the Minutemen web, considering it's openly flying their flag after killing the Institute and Minutemen can be found looking for recruits in the marketplace.
Every faction including the Institute does that after completing the main quest in Diamond City.
@@spartanalex9006 his point is still correct
@@spartanalex9006 I am quite aware, but that's not really relevant; this video is clearly talking about the Minutemen and framed from the perspective of a Minutemen victory.
The idea of the institute or the railroad flying their flag in diamond City is hilarious to me. That is literally the opposite point of those factions
@@klaykid117 Aye, though the Institute one _could_ at least be justified as a sign of the SS starting to have success at changing the Institute for the better.
On the note of settlement history, I like how we know the slog was settled by the ghouls that were kicked out of diamond city, it puts a nice ending on the story you get from Hancock.
I decked out their settlement. Realistically, they made their mutfruit flex into a commodity. And its like a juicy middle finger to Diamond City
Hangman's Ally is damn near essential on survival difficulty to save your game ect.
Agree. It's so good on survival, but on any other difficulty is a terrible settlement with horrible build restrictions
I keep hangman’s alley or covenant for my settlers and survival playthrough. Going for a frost style evmiorment on Xbox so I like to keep my Circle small and only allow certain people in eg: Tina from vault 81, Sheffield, companions. No settlement beacon
You can go high with it easily too.
@@haydenw7981 it’s a great place for mortars to be placed.
Playing my first survival run right now this is extremely truw
I could see Nuke World being a reason the western edge isn't settled. Colter may be more-or-less stagnant, but individual raiders, or small group likely still venture out and cause problems when just sitting in the park gets boring.
I didn’t think of that, but I like it.
Once you start playing Nuka World, and particularly once you get rid of 1 or all the raider bosses, there will be a lot of incursions into the Commonwealth by the raiders from there...
Well there's also a lot of deathclaws and behemoths over in that region, not exactly where you'd wanna take the wife and kids on holiday lol
i swear there is a way though that the minutemen can occupy specific military points and/or some roads in the nuka world section of the game as well. i used to watch a person called oxhorn on this type of stuff and i swear its something that is possible.
@@unboxing_legend7708 that's a mod
My theory as to why those 6 settlements you listed remain unsettleable is because well...no one WANTS to live there. All of those locations are notably ones of horrific massacres and mass death in fairly recent history. Whether it be by raiders, the institute, mirelurks etc. It'd be like buying a house that a murder occured in. Too many bad memories and the air of loss to convince anyone to stay.
I'm still living in the house my mother passed away in, but I'm guessing the sheer quantity is what you are referring too
@@vexile1239 yeah, and the violence involved. But uhhh my condolences
Just sprinkle some jet and they’ll buy it
But spectacle island and bathhouse can be resettled
I'm curious how that's any different from the rest of the US. You'll find bomb victims everywhere
With the Mirelurk repelling tech there's no reason you can't put it along the coastline and clear the whole coast of Mirelurks
Our G at Salem, with Reba on his back, would love that.
Well, you would have to set up all that equipment along the entire coast. That requires a lot of resources, manpower, energy sources, and time + protection to build the infrastructure. That's a more costly endeavor than protecting a small island
Also, they're a source of food, so you don't want to drive all of them away.
They're... a pretty good food source?
@@tinaherr3856 I always like to assume my Minutemen after their ending start to put money and effort to build stuff like this, in an effort to get the provincial government a better chance to stabilize.
I've always felt that the minutemen were harmed by not having a cast of eccentric/interesting characters like the rest of the factions. I don't mind the idea of rebuilding affection from nothing, but I would of liked just a few more servicing minutemen to bolster the themes and flavor of the group.
And to give actual quest not go get this settlement or protect one something like hay help is secure this building for salvage or something ya know?
I would've thrown a super mutant in the ranks, someone like Virgil, he'd have been around a LOOOOOONG time and realize that other super mutants are idiots (After fighting with them for a while) that won't band together to take down the commonwealth's greater threats, because they're too occupied with their own hierarchy.
Main basis for this. I love super mutants and it'd be hilarious having one wear the minuteman outfit scaring the shit out of the folks in small settlements "THE MINUTEMEN ARE HEAR TO HELP!"
Maybe toward the end of the quest line or after the endgame he'd rally a bunch of them up, convincing them to kill raiders instead of wimpy townsfolk, maybe by telling them that there are more raiders than civilians, so there'd be more food. (This would lead to a bunch of ragtag goofy superminute-men. Not really OFFICIAL minuteman material, since they'll occasionally just....kill everyone they come across, but SOME listen.
Plus strong would have a buddy.
Plus, if supermutants sided with anyone, it'd be the minutemen. (Not that they WOULD it's just the most likely since B.O.S hate them, Railroad would disapprove of them not valuing synthetic life or blunt forcing everything. Institute would be too far away from their tribal ways and the scientists would probably wanna reclaim them for research.
I'd like to see another Minuteman NPC that could give you Quest to do things like, idk " when the minutemen were a thriving and strong faction, we used to have many different outposts scattered arround the comonwealth. We've recently found one. You might want to check It out".and there you could find some minuteman bodies/skeletons, laser muskets and some Holotapes that could talk about a minuteman Split faction
You get a few characters but... yeah. There needed to be more Minutemen. Hell, I'm amazed we didn't get something like a Federalist vs Anti-Federalist split in them if we're referencing Revolutionary and Early Republic America with them.
Bos has Brandis, keys, Maxon and Danse as good npcs, institute even has Li and Filmore which are decent characters, railroad had glory who’s cool, deacon who’s cool, des who’s alright
Minutemen have Preston (annoying as shit thanks the the quests) and the settlers (drug addict old lady, depressed guy, angry bitch, and synth) they really fucked over the minutemen in all ways, from the workshop tutorial BS to the uninteresting characters…
[You have become addicted to radkings videos]. Unfortunately there isn't enough fixer or addictol that'll fix that
Luckily I just never cared about the downfects
You know I use to be a traveler like you, till a new Radking video came out for me to see.
Have you consider a toast? 🍞
[You have become addicted to Radking's videos.]
[Everybody liked that.]
Fortunately*
During my first playthrough I'd wear specific clothing items and take day tripper to temporarily increase charisma to add more settlers. I also used a trick to add more settlers by assigning someone to run a caravan for the trade network, then when they arrived at a new settlement I'd go to workshop mode and assign them to a task in the new settlement. I did this a ton of times for sanctuary and got the population up to like 45 people
Ty for the idea gonna try this now
Did you just spam beds everywhere I can’t imagine 45 whole settlers in sanctuary
@@kingt0295 I built a couple of larger buildings to serve like a pseudo apartment complex and hotel to accomodate more beds. In my head cannon, sanctuary got a lot travelers and visitors who came for the market (built in the cul-de-sac around the big tree) or medical center so that was part of the bigger population
Give the plebs farmer a common house stacked with open-space beds,not like Megaton or Diamond City hasnt done it either
@@FuteFranta sanctuary most definitely had a caste system in place. My settlements are always designed to keep things separate but equal
One thing I want to mention, is that if you destroy the brotherhood of steel a couple days later, you can talk to Sturgis and gain access to minuteman vertibird’s which act like brotherhood of steel’s vertibird’s.
I like that you can retain a relationship with the brotherhood, railroad, and minute men by using the minute men to destroy the institute. It's a little complicated but it's a really satisfying post game with radiant quests available from all three factions.
Edit: I also always thought Outpost Zimonja (northern border) and the Murkwater Construction site (basically southern border) were drastically underutilized.
I did that and got attacked by the Railroad they deemed me as an enemy
@@markmagician2471Yea, I messed that up on my first playthrough.
You have to get the thingy back from Ingram without being near captain I forgot his name.
Outpost Zimonja isn't under utilised on my playthrough. It's constantly getting attacked by Automatron bots and has insane defences because of it. Most of the time the bots are already dead when I show up.
The Minutemen in general were underutilized and their potential was unrecognized as a faction.
Settlements could’ve been so much cooler, more progress could’ve been made, they could’ve physically expanded and grown as the General becomes more popular among the population.
Bethesda wrote the narrative about the old Commonwealth Provisional Government (CPG) collapsing after the Institute sabotaged their efforts and sorta just tossed it aside without allowing the player to convince a minimum amount of settlements (the same way you need 5 artillery pieces firing from different settlements to take down the Prydwen) to come together and form a new CPG with the Institute threat being eradicated.
On my Castle build, I always use that extra set of quarters down the hallway from the General’s Quarters as a CPG meeting room of sorts. In my mind, it’s the most fitting place to have a meeting like that.
Expanding on things like that would’ve made the Minuteman playthrough so much more engaging and enjoyable for players, it would arguably offset the complaining about Preston Garvey if they knew they could actually see tangible improvements in the Commonwealth due to your work as the General. I sure hope Bethesda is still open to updating the game w/ new content.
Murkwater's lowkey a cool settlement, only one with a swampy environment and can be a safe haven in the southern part of the map if you beef it out
[SPOILERS AHEAD] I know many others have pointed this out, but the minutemen do have the "With Our Powers Combined" quest that allows you to destroy the Prydwn, however this also destroys the airport and thus the workshop there. Also, when taking preston into Diamond City, he mentions how McDonough never liked the minutemen, this is likely because he is a synth, which can be revealed through a quest for Dr. Ayo. Also I feel that Vault 81 would not join, due to their suspicious and self-reliant nature. However, I feel that the opposite is true for Hancock, who says that he shows sympathy for the Minutemen cause and would even like to be Minutemen General, meaning that Hancock could possibly be made a Colonel, or some similar rank, in order to convince him to join. I think that if McDonough is killed or voted out of office, than Diamond City likely would elect a more Minutmen-friendly leader. Finally I think that Vault 81 could only ally with the Minutemen if the Overseer is replaced with someone more trusting. (Sorry for the essay)
I don’t think the workshop is destroyed, I remember waiting for the prydwn to stop burning and found the workshop. It’s really bad though
Vault 81 would join for trade, new fresh food, new clothing, toys etc especially with the workshop DLC that give you the mean for a industrial revolution.
Maybe Preston gets to write settlements off on his taxes to get a refund or something which is why he sends you to claim so many terrible locations
But wouldn't he be the one giving taxes?
Tbf, he also will send you to take good settlements
Considering the united states' plan to keep the IRS running even after nuclear war i would not dismiss the possibility
You get paid when you take them
I wish that there were options to retake more destroyed settlements, University Point, Salem, Quincy, Break Heart Banks, Lynn Woods, Fair Line Hill, etc… as a part of the Minute Men Quest Line, maybe even reestablishing the CPG?
Yeah it would've been cool, but personally id like to see Minutemen with bases they've built themselves, without you. Like patrols, it shows that your effort is respected, and also that there is support from other people, be it commonsfolk, tribe leaders or other talented individuals
Do you know why the Institute killed off the provisional government?
Because they wouldn't Stop arguing
No, let's just go steal a bunch of history books and do in america 2 electric Boogaloo
I mean real life america had an army before had a government
Well, you could retake Quincy if you buy the quest in the creation club. And I think it's on sale too, last I checked.
@@anouarassouik8558 yea but there’s no option to rebuild Quincy
@@Hazleton1376 There’s a mod on the Nexus for that called “City of Quincy” if you’re on PC, might be on Xbox too. I know I’ll be getting it for my next playthrough once I get Fo4 on PC.
I love the settlement system, and the fact that it was the Minutemen's focus was what drew me to them at first. Then I loved the idea of rebuilding a faction from the ground up.
I feel like the reason why there isn't a well organized faction like the NCR in fallout 4 is specifically because of the instatute
It's stated the Institute massacred the last attempt to form a unified government
@@insomniagobrrr5542 The Institute wanted a CPG. It only failed because of a synth malfunction, causing the synth to massacre the CPG delegates.
@@alextsirikos2249 You're getting the CGP massacre mixed up with the Broken Mask incident. The exact cause of the GCP talks falling apart is unclear but the most probable cause was a Sythn killing everyone. Whether it malfunctioned or was ordered too is never revealed.
@@alextsirikos2249i thought it was only the incident in Diamond City was a malfunctioning synth. I don't remember them ever specifically stating that the CPG was massacred by a rogue synth, just that the institute killed them after they refused to cooperate
2 incidents cpg massacre the settlements kept fighting no one agreed in the beginning it was a human last a synth that was sent to just kill everyone in the building
Broken mask Dimond city power noodles something made the gen 3 go crazy and gun down a few people this was 5 years after the cpg massacre
Mass state is simply short for Massachusetts State University which is the prewar name of university point
Came here to say this
The silent cartographer was a great map. Didn’t expect a Halo CE reference in one of the Rad King’s sermons.
Yeah it put a little smile on my face when I heard it
yeah. this kind of video fascinates me for a similar reason. ive always been intrigued in this sort of thing since i saw this in the campeign of halo infinate. its a nice world building roleplay type thing within the game where you can see the progression and or evolution through the map with friends and foes based on how well they have managed to build up.
just like in fallout 4 u have the military points caravans and traders, in halo infinate you also have this similar concept of the enemies, taking the technology learning the new tech from humans and forerunners from what they have left behind as well as their own military points, how they guard the place, the equipment theyve used, what theyve built, the reinforcements, the deployable covers and the vehicles they have and use. i feel like more games like these 2 should start incorperating these types of roleplay esque things in far more.
I like Minutemen not because they are the good guys cringe but they are the weakest when you start the game and you can build them up to be strong just like your character.
Totally. It's almost like playing two characters in a way. Beside the fact their cause is just.
Don't you just love turning a first person shooter into an empire builder?
@@thegamingkaiser2874 yes
Fr. In my minutemen playthrough when Shaun started going off about how the surface was a lost cause and it’s people squalor, I wanted to scream in his face that I had single handedly transformed the commonwealth into the only nation across the US with a living standard comparable to the NCR using NOTHING MORE THAN MY BARE HANDS!
@samueltitone5683 And that's why Shaun's friends get nuked, and I side with the Enclave for the best outcome for the Commonwealth.
The Minutemen get access to advanced resources and training, and the Enclave gets a foothold in New England that isn't tainted by the Brotherhood, and a sizable population of imprisoned raiders at the quarry penal colonies to use as test subjects.
I can totally see the minutemen gearing up to take on the raiders at nukaworld and eventually taking nukaworld as a giant settlement/trade hub/outpost. With nukaworld apart of their network I could see even the large settlements like diamond city looking to join a new government the minutemen set up
Also think about the bottling plant. If the SS/minutemen were able to get that up an running. Not only could they potentially produce new nuka colas (a source of income for the commonwealth as both import and exports) but essentially have a legitimate money(cap) press as well.
As long as they’re not overzealous and produce too much, thus inflating the market. They (minutemen and commonwealth as a whole) could easily become perhaps the richest region in all off the wasteland.
Just imagine…
Nuka colas are usually on average about 15-20 caps and quantum’s are about 50 give or take. Plus whatever price The GENERAL sets for all the other rare or mixed flavors. Bonus points if they don’t give any Recipe to Sierra (I know kinda a jerk move but the economic benefits are simply to great!). Then they alone would have the legitimate nuka cola rights.
I mean even if they produce only 1,000 original nuka cola a year and sell them at the 15 cap price. That’s 15,000 caps!
Or 1000 quantum’s at the 50 cap price would be 50,000 caps. Even just 100 would still be 5,000 caps.
The SS could absolutely become stupidly rich. Nuka World is their holy grail.
@@emismpunk new vegas might be able to match them economically considering the sunset sassaprilla bottling plant there. Considering there are home made nuka cola and home made sasspirilla recipes in that game they could have a similar economic trade item
@@warriorwithin44 true, true.
Either way, Nuka world would still be an excellent source of income for the Commonwealth. Especially if one pairs it with their canning factories. They get all those bad boys up and running again and they are golden.
While I don't see the minutemen expanding in the same way as the NCR, like their land grabbing/expansion (at least not any time soon),
I can see the minutemen easily becoming the 'ncr' of the east, at least in terms of influence and power for the market/economy of the east coast.
This would be a much better alternative ending for nuka world. Shame that this dlc was a bit rushed
@TheHK_47 there is a mod that allows you to invade Nuka World with the Minutemen or Brotherhood
I would love if you made another similiar video about FNV also.
I used to dislike Honest Heart and Lonesome Road DLC, but when you see that DLC on the map, the region where they are set. It's basically providing gold mind of information of how post-ending situation could go. Geopolitically important essentially if you end up choosing Independent/Yes Man ending.
I can understand honest hearts but how could you dislike lonesome road? It's easily the best of the 4.
@@Scatt2k7 lonesome road is a self insert of the writer
I will say that attempting to bring the “Anti-Mirelurk” tech from Spectacle Island to the mainland would probably be catastrophic.
On Spectacle Island it scares off the Rad-Crabs and that’s that, but on the mainland the sound would potentially annoy other nearby beasts such as Deathclaws.
Aw shit, that's actually scary.
Anyways, we have shit like a beta-wave emitter, that can calm even the meanest of Deadclaws.
That's....a VERY good point.
@@ДанилАбдибековIf the Anti-Mirelurk and the Beta Wave Emmiters turned together, The Soundwaves become Distrubed and Unusable.
It's weird you say that, beta emitters work on radiation emitted, when the anti mirelurk system emits sounds. I don't see how it can conflict with each other
@@ДанилАбдибеков Oh, I tought the Beta wave use Soundwaves
Minutemen with all Commonwealth settlements join them can be potential to be a new NCR.
Or not necessarily a new one but a more volunteer based East Coast NCR
The ncr is HUGE tho
Ew taxes
@@drunkenmmamaster419 my brother in Christ mutants walk the waste and ppl are being raped and murdered by psychos and monsters.
I will pay my taxes to fund my police and military to cleanse those things. It's not like IRL where you know our taxes are just taken and rarely used to our benefit
@@drunkenmmamaster419everyone hates taxes until the slavers show up.
I recently started a Child of Atom run and ended up siding with the Minutemen when I got around to doing the main quest.
The Mortars of Atom sing to the glory of Atom.
Due to the openness of the minutemen technically they would be the only faction to tolerate the CoA as long as they helped settlements.
Not that hard to start small congregation devoted to atoms glow inside each settlement
@@BlueBDProbably not. They might be trade partners but I doubt they would ever openly let them into their population. They're a danger to everyone, even themselves.
"May Atoms glow deliver the Commonwealth from darkness!" (launches mini-nuke mortars)
@@BlueBD I mean you could say I helped the settlements.
Free radiation barrels and housing.
@@midgetman4206 not if the general Is a Atom supporter lol
I like that your recordings have the SS looking like Elder Maxson. It parallels the SS with Arthur Maxson being venerated within the organization to the point of near worship after turning a defunct military organization into a power house over a short time frame. Both of them have single handedly done things that are the stuff of local legend and personally made an impact on the lives of countless people in their orgs.
Imagine after siding with the minutemen and destroying the BOS airship, you get to clear out all evil wasteland things like super mutants, feral ghouls and even deathclaws to turn the wasteLAND into a wasteHOME.
Destroying the BOS is counter productive if that's your goal. They're the only faction actively doing just that without player involvement. Too bad the vertibird AI is borked.
@@GeraltofRivia22 lmaooo i have never seen a BOS patrol successfully attack raiders with zero casualty and a completely intact vertibird
Ive always loved using the build anywhere mod to make more minuteman check points or all new bases full of minutemen, or i just make little camps for a couple of them where sometimes ill stop to rest and save by the fire.
I wouldn't mind making some for the brotherhood.
Because the minimum Charisma of the Sole Survivor is 1 the maximum size of a settlement is atleast 11.
That’s weird because I play on Xbox and I can have settlements up to 18
Why is it weird? It's 10 + your charisma Level. But since they minimum Level is 1 the lowest limit you can have is 11
@@mjn5016 they said the maximum is 11 not minimum plus I have 10 charisma so shouldn’t I be able to have 20 settlers
If I remember correctly the highest you can reach is 22 without mods, using all charisma and bobbleheads,(I don't know if that includes clothes with a charm boost.). The lowest is 10.
Vault 88 can have 32 I think, and overall, including DLCs you can have less then about 850 settlers total.
@@furimindusties5736 I think you can go higher with the "unyielding" legendary effect. Though that might be a mod doing something in my game.
Great video! Could you do one on the feral ghouls? I feel like those things have a lot of history with them that connects to a lot of settlements/former large settlements in fo4. Or maybe a history of normal ghouls and their history of being discriminated against.
The Minutemen were separate from settlement militias. Minutemen were their own group, patrolling the wasteland while militias were local to settlements, consisting of normal settlers. You can even hear the settlers referring to the Minutemen as a separate group.
Also, the Minutemen weren't the ones forming the CPG, it was the settlements themselves. The Minutemen were simply a way to allow settlements to be able to make their own way without fear from mutants, monsters and raiders.
Also, Bunker Hill doesn't become a settlement you can build at until the battle of bunker hill is completed. And that's due to the major 3 factions fighting there. Kessler makes it clear after you take out Zeller that, "It would take a hell of a lot more for us to join the Minutemen" as they 'abandoned their sorry asses long ago'.
And Goodneighbor, I'm not so sure about them allying with the Minutemen. See them as 'goody two shoes' and they seem content policing themselves for the time being. They'd pribavly be worried that the minutemen would try to shut down a lot of their stuff, given their criminal nature.😊
As for the CPG massacre, I don't buy the synth assassin story. Judging from holotapes in the Institute, some were still wanting to help finish creating the CPG, and it was only around that time that the Institute was thinking of becoming completely shut-off. I feel it's far more likely that at the CPG gathering, word got out about a synth infiltrator being present. Paranoia got the best of everyone, and the delegates ended up killing each other, with the synth probably escaping.
This would make the Institute's disgust with the settlers more plausible and understandable, as seeing everyone wipe each other out would cause anybody to lose all hope.
Now, for the future of the Minutemen and the CPG.
I don't think the Minutemen will be around for much longer, especially once the CPG is re-formed. Once the Commonwealth creates a government and establishes a professional, centralized military, the Minutemen would become redundant. They would likely dissolve and be absorbed into the CPG's military, or go off to new places to help others.
Also, don't forget the reach of the artillery if they are built at every settlement.
If we're assuming best case scenario, Hancock and the Sole Survivor are good friends and/or romantic partners. The PC can get away with a lot of less legal/ethical behavior while still leading the Minutemen, and can even do jobs for Hancock and others in Goodneighbor. On top of that, assuming you destroyed the Institute (not sure if there's an ending where you can side with both the MM and the Institute), that's sure to gain the MM some trust from the people there, and the economic growth from trading and MM passing through is a good incentive to have some kind of arrangement with them.
I think as long as the folks in Goodneighbor don't go too far, like becoming as bad as Raiders, the Minutemen have enough reason to leave them alone, and as long as the MM don't try to enforce their law in Goodneighbor they'd be willing to be friendly but neutral or allies.
Basically I don't see Goodneighbor waving around Minutement flags anytime soon or being considered part of their territory, but I can see them being trade partners with the MM and being friendly enough towards those who pass through (eg not extorting them at the gate lol).
@@Wh40kFinatic that's pure head canon. Multiple in game sources squarely blame the Institute for the CPG massacre and there's no conflicting information stating otherwise. There'd be no reason to fear a synth infiltrator, the Institute was openly working with the CPG. This was also before all the paranoia really started.
My last play through of Fallout 4 had me taking the role of General to heart. I had Fallout commander, a bunch of settlement mods, and a awesome paint job/armor mod for any minutemen. From people in scraped leather gear, to a full army with combat gear and power armor troopers facing off against the institute. Coolest feeling I have ever had in any fallout game so far.
god i love this cartography series. it combines my love of fallout, maps, and data analysis in just the right way. fantastic work, your majesty
I think a major update to the game allowing you to make a second attempt at the cpg would be great. You, preston, and various settlement representatives from around the commonwealth that could be different in number and character depending on what you've done so far (mayor McDonough, if you know you know) and then having to engage in negotiations with the brotherhood of steel that could either end pearly in an all out war.
God, imagine recreating the signing of the DoI or Constitution at the Massachusetts State House...
I feel like a heat map of the range covered by flare gun reinforcements and artillery would have made a great addition to the video to show the true scope of how far-reaching the influence of the Minutemen can become. As it stands we can see how at full power they have holdings spread out all over the Commonwealth, but not how they can effectively and devastatingly strike out at any group across a good 90% of the overworld, in addition to being able to quickly send out manpower to over half
Im waiting for the day that we combine all the maps and get an entire commonwealth political map. These vides are dope as fuck and I can tell they take a lot of work. Keep up the good work.
25:47 another fun fact, the list of possible settlements they ask help with perfectly lined up with the possible RailRoad safe houses.
With the exception of Spectacle Island, and the addition or Nordhagen Beach.
Are we going to be getting these for all factions? I would love ones for Children of Atom, Triggermen, Trappers, Nuka World Raider Gangs & even for Feral Ghouls.
Murkwater is a chosen site as a way to watch the gunners and to interfere with the gunners if need be. It can also break command and supply to Quincy from the command.
The minutemen have one thing that makes settlement quest objectives worth the hastle. Artillery coverage of the entire wasteland.
As far as I know, none of the Minutemen will spawn in the Commonwealth until you save Preston. I did a couple of playthroughs where I never stepped foot in Concord just to see what would happen. Not even the dead ones you find in certain places show up. It's kind of weird.
Thank you for going in depth on the lost settlements. It really puts into perspective how far the minute men had fallen and all the lives lost.
You only get to access Bunker Hill's workshop after the Battle for Bunker Hill quest. Killing Zeller only allows for you to build Bunker Hill trader stops at other settlements.
Preston Garvey scares me now. He’s nation-building, and setting up his senior officers to be the public faces and fall-guys if things go sideways again.
I like to think of the Minutemen questline as a guided tour to nationbuilding, much like how the NCR got it's start. And it only makes sense that nation-states would pop up all across post-war America that have the potential to rival the NCR.
Hangman's alley has a very high height limit, with chokepoints for entrances.
There is an unmarked location to the south-east of the map where there is a recently died minuteman in a sort of outpost watching at GNR if I remover correctly. Kinda sad not to see it in the video
I wished there was more. Like the ability to retake Quincy, Break Heart Banks, Lynn Woods, Fair Line Hill, Salem, University Point, and others after a certain criteria is met. Another thing I wanted to see is the settlers improve the settlements like improving the buildings (even the ones you placed), or build new buildings or stuff to help with the settlements.
I also count the Far Habor and Nuka World settlements as Minutemen settlements in my headlore since you can establish the minutemen recruitment towers there and they soawn settlers. You can also establish supply lines with them meaning logistics is possible. I also installed a mod for Quincy since it doesn't make sense to reclaim it as a minutemen and/or preston quest. I also just love settlement building so i also installed a few more settlements in Nukaworld and far harbor mods for settlementage.
IIRC there is a small abandoned unmarked settlement along one of the lakes in the western part of the map that was overrun by Mirelurks.
I like to use hangman ally as a center for minutemen logistics and have all my provisioners there
What a fantastic video!
I love your real world and logical approach to the story. I play the game in the same manor, I think about the logical past, present and future of a faction and try to shape my games from there. It's nice to know I'm not the only person that puts this much time and thought into the game world and lore.
Once again well done on such a well-written, performed and edited video!
Very well done sir.
My own headcannon is that my Minutemen OC basically takes over and rebuilds the entire East coast of America and the lush parts of Canada with the might of the Institute and looted BoS and Enclave tech by her side, and all of the companions are her high counsel with different titles and jobs. She's also seen as some kind of Eldritch horror, because she can't die after being jumped up on Cabot juice that she's been able to duplicate via The Institute. She never looses a fight, no matter what is thrown at her, and she's behind the Institute that's full of all sorts of crazy stuff, she's behind Synth rights, and The Institute is never going to shake their creepy reputation.
And of course, Preston Garvey is my ambassador to seek out more land, er, I mean settlements to annex/take over.
Weird how it's unlisted but in the Cartography playlist, Rad King if you are reading this, I'd take it out till it's actually ready to be released. I will tell you I do love this series. Can't wait for more too come. Have a wonderful day.
Easter egg
12:20 "Mass State" is in reference to Massachusetts University. It goes by UMass Boston in real life. It is the location in game.
Great video never noticed all the mirelurks being a problem I wonder if that would of been addressed in the cut ocean mission. Hopefully they will do it for the ttrpg. Also I think the reason they are posted at the crashed vertibird site is that (not shown in game) they would be heavily armored so makes sense to use them as a barrier for enemy fire.
There is a random little tunnel settlement near the main settlement not far from the glowing see with the big mirelurk queen I found in the swamps. Glad with mods I could utilise it.
Another thing why are settlers living in shacks and sticks there’s fully intact houses just with plywood covering the doors…
Any number of reasons.
I’d assume said plywood could be holding something in, considering settlers are incompetent when it comes to handling their own problems (you need me for some ghouls? Really?)
To this add flare gun and artillery (even one mortar per settlement) and Minutemen got nice fast responce team and backup for bigger groups of enemies and even enemy lairs. This and their ideology makes that I always belived why Minutemen is the best for Commonwealth and I always side with them.
There needs to be a good mod that lets us retake Quincy. Kind of a bummer that Bethesda didn't implement something like that. It's not totally far-fetched in do either!
There is a creation club thing that lets you and it’s pretty good
@@k_dub025not on console
@@k_dub025 The CC quest simply adds a permanent minutemen presence to Quincy, while the Gunners continue to respawn.
No Quincy Settlement, no storyline. just a repeatable battle and power armor paints
Tbf if I was a resident of the Commonwealth Wasteland then I’d most definitely would’ve heard about the Quincy Massacre and would try to avoid that place as much as possible even if the Minutemen were to tell me that it’s safe now, I wouldn’t want to risk my life on being one of the few people who will go out of their way to resettle a settlement that was known to have experienced a massacre and be one of its victims if it were to ever happen again.
@@Tim7318-3idk about that i times of war and danger yeah but if its safe already i would i mean its like saying no i dont want to live in germany because of the war there was but its years later and its all good agian or u would step into diamond city because it got raided by supermutants every settlemant gets attacked and have dead their and its prett good to rebuild something for more space
I know Creation Club content has dubious canon, but the War Paint quest from Gunners vs. Minutemen allows you to make Quincy a settlement.
23:28 "AKA prestons bitch" AH! yes! I was searching for a word for this situation where you side with Minutemen
Before The minutemen detonate the institutes reactor, I like to think they backed up ALL of the data off of their mainframe. I also downloaded a mod that adds a large building and in my lore the Minutemen have scientists researching and studying Institute tech in order to share the knowledge with the wastes.
Actually you only get access to Bunker hill caravan network when you kill Judge Zellar. To take Bunker Hill permanently, the player must defend Bunker Hill from the Institute after they discover that the Railroad is using it as a nexus for moving and smuggling synths to and from the Commonwealth. Ofcourse you must complete the Judge Zellar quest first.
Vice Versa, the Brotherhood simply sieges and occupies Bunker Hill. Seeing them as a enemy sympathizers for helping synths
actually Bunker Hill will only ally itself with the player after the Battle for Bunker Hill quest in the main story, the reward for ending Zellar is being able to set up own trading caravan posts in ur settlements
I have played way to much of this game to NOT know about russel Sutton, appreciate it.
Great video! I will say though, at 14:08, that's actually only one side of the story (given by Nick, who is vehemently anti-Institute). When in the Institute, we can actually find a contemporaneous holotape that explains that the Institute was one of the founding members of the CPG and devoted significant resources attempting to help it succeed, but that infighting was occurring due to "old surface rivalries" regardless. The agent in charge of the resource allocation does not seem overly hopeful that things will succeed despite the Institute giving it a lot of time and resources.
The only other info we have is that "Nobody really knows what happened, but at the end of the day, the synth the Institute sent was the only one left standing". This is pretty ambiguous. It's possible the Institute killed everyone, but it's just as possible that the infighting that Institute agent spoke of caused a brawl at the CPG meeting and the synth (due to being hardier and canonically stronger, faster, etc than real humans) was simply the last one standing once it did.
Either way, I think it's interesting that the Institute was a founding member and gave significant assistance to the CPG. It kind of explains why the Institute acts the way it does now- once bitten, twice shy. They tried to help the surface a few times, it always fell apart, so now everyone in the Institute has become xenophobic and is convinced that the surface is doomed, and is instead focusing entirely on becoming 100% self sufficient and perfecting their tech below ground, so that when the surface eventually DOES fall apart completely, they can easily swoop in with infinite energy production, crops that don't just resist radiation but thrive on it, a fauna biome reconstituted by synth replacements for various layers of the food chain, etc.
The minutemen are actually my faction of choice.
Though I do find it weird that Bethesda themselves don't really get how there color scheme is supposed to work.
Also there's the fact that once you have all the settlements the Minutemen have Artillery support everywhere. It's hard to challenge a force that can erase you from the map without even having to face you on the battlefield. The only force in the Commonwealth that has a decent counter to it is the Institute who can teleport in and attack the Artillery crews directly but even that's hard to do with a heavily guarded settlement.
In my game, after I destroyed The Institute, The Minutemen started patrolling in Diamond City; I did deal with The Mayor, during my game, tho…
Wrt fairline hill estates, you missed some lore there. Those are pre-war ghouls that were locked in there by the skeleton outside, they were his family and friends. This happened not long after the bombs fell.
Its great to see RadKing cover the greatest faction (other than the church of atom)
When did he cover the BoS?
@@AlphaKnight-hg2jq the Brotherhood can easily be taken out by the other factions, that's what happens when you rest your power in a heavily exposed airship. Especially since the Brotherhood are far away from any real backup (the Citadel). For that reason alone, the Brotherhoods hold on the Commonwealth is precarious at best, especially when every other major faction hates you in some capacity
@sovietunion5700 yeah but the BoS is the only sizable faction on the east coast and have plenty of men still in the capital, so if you think they're not coming back to the commonwealth looking for revenge you're an idiot
Taffington boathouse settlers are a family of 4, only 1 sutton survived and he lives, out near the settlement near quincy
Im really enjoying these cartography videos, whether the future one's be Fo4 Bos, FoNV NCR, FoNV gangs, FoNV Legion, etc. I'm excited, it's a delight to watch.
Mass state Decon mentions probably means Massachusetts State University which is where the university point is located
I’d love to see the Minutemen return in Fallout 5
Hell no! I want new ideas and creative things that fit the universe. Not teh same damn thing every game. Minute men are great but I'd rather have something new
@@Jkrocsko. They ARE new, though; They were literally only introduced in what is currently the ending of the Fallout timeline. NCR has been going since Fallout 2 (Fallout 1 if you want to get very technical), and Interplay was planning to take the Brotherhood of Steel all over the U.S including Florida and Alaska. Obviously there will be new ideas, but you also need your big faces that everyone recognizes lest you end up with a Fallout: Brotherhood of Steel situation where most players don't give a shit about the characters whatsoever.
Another settlement needs your help
Good stuff, I've been toying with the idea of making a video on why the minutemen should be overpowered, maybe I'll get around to it soon
YYYEEEEESSSSS!!!!!!!! MORE FALLOUT CARTOGRAPHY!!!!!!!! YEEEEAAAAUUHHHHHH AAAUUUUUUHHHHHHHH AAAAAAUUUUUUUUUUUUUHHHHHHHHHHHH AAAAHHH AAAHHHH AAAAAAAHHHHHHHH!!!!!!!
*dies of eager beaver fever*
The loss of university point is the most engaging because of Heather Casdin, and she's canon damn it!
I just downloaded mods that bring back settlements that were attacked and added even more.
Including adding a settlement into the Glowing Sea.
Nice! What mod is it? Would love to give it a try.
@@adianto1122 which one Glowing Sea, or the bringing back attacked ones and new ones?
In the Western part of the map there is a small abandoned settlement. Next to lake Cochituate there are a number of shacks overrun by mirelurks, as well as a number of dead settlers. This was likely a fishing or water settlement.
Furthermore, there is a small minuteman sniper hideout to the south in the swamp. Again, overrun with mirelurks.
another video, lets go
One of my favorite mods is the Fairline Hill settlement mod -- it does, in fact, make a great settlement, and makes a great provisioner link to Egret Tours and Sommerville.
And I have deliberately left a lot of empty settlements, hoping to the Resettle Refugees quest...
Praise ATOM in his effusive glory. Division is upon us Children!
A place like the drive in could be very useful as an artillery platform because of the large flat area.
I recently started really trying to follow through with the minutemen and prestons story and GOOD LORD he runs out of easy places to send you very quickly. I decided that if he's gonna send me out to do all this work that he's gonna come do it with me and the two of us after making our way to Greentop for the first time then had to fight a radscorpion, a Mr gutsy, and a Yao gui on our way to Dunwich Borers where after methodically killing everyone on the outside are now engaged in a slow, bloody shootout inside that may take literally hours to finally clear all the raiders out because im only level 15 and have primarily focused on looting and crafting. All parts of my power armor are busted and I've burned through both fusion cores I brought so my suit is just a hinderence now.
So if you thought you were annoyed at preston. Get on my level. This man is trying to get me killed.
😂😂😂 good luck with Preston and his slow ass laser musket that can't hit the broad side of a brahmin.. That man is suicidal and he wants to take people with him.
theres a truck somewhere with a master lock and theres a minuteman symbol in it
Thank you Atom for this wonderful teacher, RadKing. Glory to Atom
The minutmen are my most favorite faction to the point where i just dont want to play any other faction dedicatitally
I love the feeling of helping out settlements and making the settlers feel comfortable to the point where they dont need weapons as the hostile poeple/animals are dealth with as soon as they come into range of my rocket turrets.
I basically build a system where the minutmen would help out settlements and settlers and as payment they would trade theyre food for protection. And if a settlement is large i station minutmen guards to protect the settlement at a minutes notice
im so early the videos unlisted hell ya
That’s messed up.
You might be surprised at how many stories high you can build at Coastal Cottage. I turned it into a massive Commonwealth Welcome Center for travelers coming along the coast.
As a General of the Minutemen I resent being called Preston's B*tch, it's true but I still resent it 😂
Another settlement needs your help
This makes we wonder about the technology base of the Minutemen. Maligned as it might be - the no one else makes laser muskets nor field artillery defenses. Although the institute and brotherhood have their own supply chains, there doesn't seem to be a group akin to the Gun Runners in the Boston area. New Vegas reloading benches for making ammunition are also missing. Where are the bullets and firearms (outside of pipe weapons) coming from?
Quincy does seem to have some attributes in game that would make it a good munitions production center - such as the nearby power plant and other places to find resources. Taking out Boston's arsenal would be a good step if the gunners want to destabilize the area.
You've missed one option: Minutemen and Institute can be sorta allied. If you go for Institute route you have to destroy RR and Brotherhood, but conflict with Minutemen can be resolved peacefully, and player would stay a leader of the both factions. For me this is the best possible endgame.
The institute are straight up irredeemably evil tho :/
Well, there is the issue that Institute is constantly scheming something all the time, if you straighten these cartoon villain scientists into an actual research and development team, that would've been great. But, they can flip you over and replace you with a synth too, so that should be taken into account. Or even worse, replace some of your friends and lower ranked allies to surround you with nonsense and misinformation
@@ДанилАбдибеков Well, from what evidence there is I believe the player is a synth from the beginning.
Also, replacements are far from perfect. It is clear that synths look like originals and share their memories, but behave differently, and lack special capabilities.
Overall, it is clear that Institute lacks personnel able of quality subterfuge job. They bruteforce it with technology, but it is always sloppy, and their main trump card is that they are just out of reach, so failures are pretty much consequence free.
That’s why I love the Minutemen. I truly think that they are the best hope for the Commonwealth. Although the quest may be annoying I always favoured them over Railroad, Brotherhood and the Institute
Huh the boat house makes more sense now. I always thought the guy joined some secret raider group to get the chems. But if the leftover messages were prewar and he just found the chems that makes much more sense.
Great video, though if I were to add one suggestion, then it would be to add the numbers of minutemen that appear in the main quest battles at the Institute and at the Castle. Since according to the wiki, an additional 16 or more men will appear to help defend the castle from the Institute or the Brotherhood, and I think that might be a good thing to make note of for other factions in their videos.
Hangmen's alley makes a dope HQ or home for a general.