"The Minutemen were formed over a century ago by ordinary people who simply wanted to defend their home, the Commonwealth, from any threat imaginable. Sadly, the group has fallen into disarray in recent years." - Fallout 4 tagline about the Commonwealth Minutemen
. Your minutemen are only as strong as you make them . I have over 300+ well armed and well armored settlers and 3+ artillery on every settlement i can heavy hit anyone on the map with minutemen soldiers or artillery Its fun ive created strong holds and i have so many stores thst we've created our own economy and government in which i can turn the profit into even more settlements . You guys are missing out on what its supposed to be
It's fitting that of all the faction intent on rebuilding the Commonwealth in their image, it's only the Minuteman that focus so heavily on the actual _building_ part.
Sole Survivor: "Can you explain what the Minutemen are all about?" Preston Garvey: "We're citizen soldiers. The people of the Commonwealth banding together to protect ourselves and decide our own future."
Citizen soldiers and then the soul survivor gets send to kill 5 feral ghouls on the other side of the map. Bah I’ve installed a mod what removed that part and made the minutemen appear like a more paramilitary organization what could defend themselves rather than to whine about 5 feral ghouls or some raiders taking their crops all the way to the other side of the map.
Underrated faction, in my opinion. Their aesthetic is cool and their ideals are noble. I'd like to say they'd play nice with the NCR, but that's probably just because I'm a fan of them, too.
I'm addicted to minutemen artillery. I don't care if it's slow, hard to set up etc. But the sound it makes is better than teleport or Vertibirds in my opinion.
If you get every single Settlement set up with Artillery then you can call down Artillery Strikes anywhere except the Glowing Sea and DLC locations (Nuka World and Far Harbor).
@@lonestarwolfentertainment7184 That's what I did actually. A minimum of five artillery per settlement. Off course there are other settlement(Hangman Alley) that makes it impossible. So I just settle it with two. Of course all of it is redundant once mods are figure in.
Even at their height, they are the underdogs of all the Commonwealth's factions. The Railroad depended on their covert operations, the Brotherhood only left their base to perform tactical strikes, the Institute could always make more Synths. But the Minutemen stand ready and willing to defend the Commonwealth so long as good people take up arms for another.
The Minutemen were the underdogs for two reason: 1. They relied on the good of people 2. They didn't have any special gimmick other than the good of people.
@@yazidefirenze and by endgame, if you've played your cards right, they, like the sole survivor, are the single most devastatingly powerful force in the commonwealth.
@@yazidefirenzeI love the Minutemen because of this reason, in a vastly futuristic and slightly different history, the Minutemen are the most realistic. And they are literally the best hope for ordinary people who want to live in the Wasteland. The BoS don't care a lot about them, same with the Institute and Railroad. The Minutemen have the potential to be the NCR but in the East Coast and much less bloated and corrupt. The Minutemen only want to keep themselves and their neighbors safe from anything hostile. I hope and pray we see the Minutemen in Fallout 5 if it's on the East Coast again.
@@Andrewbaysura1 The problem is, that is an inherently REACTIVE position to take... and that tends to fall and fail to those that are ACTIVE. Also, for as powerful as they can be by endgame, with built up settlements, fortifications, new recruits, and every place with the blue flag sporting an artillery cannon or two or more... they have the same weaknesses they did before the Quincy Massacre. They're all hinged on the Sole Survivor and Preston. Once either leaves, gets too old, sick, or dies... the Minutemen will fall apart and retreat to their settlements and only their settlements. Personally, I believer a Minutemen-Institute allied ending is the best choice for the Commonwealth. Serving as bother General and Director, you can fuse the two groups together and forge a brilliant future for the people.
@@yazidefirenze Noob . Your minutemen are only as strong as you make them . I have over 300+ well armed and well armored settlers and 3+ artillery on every settlement i can heavy hit anyone on the map with minutemen soldiers or artillery Its fun ive created strong holds and i have so many stores thst we've created our own economy and government in which i can turn the profit into even more settlements . You guys are missing out on what its supposed to be
Fun fact the Minutemen were supposed to play a more prominent part in that DLC. But the game engine couldn't handle a big Raider vs Minutemen battle there. So it's just a side quest now.
People hate on Preston, but the guy never gave up hope and kept the flame going despite everything else falling down around him. Then you appear and turn that flame into an inferno.
hehe *proceed to commite war crimes againts the gunners, build settlement with high defenses and equip minutemen soldiers with enclave grade weapons and armor*
@@saco_wea7905 The Institute, BoS, and the Railroad are nothing against the Minutemen with Sentry Bots, Assaultrons, Stolen Power Armour and ARTILERRRY.
Its kind of fun to role play some wild west type gun slinger who wanders the world dispensing justice for the downtrodden. It can get repetative but there nothing stopping someone from pausing and doing something else for a bit, especially since it takes you everywhere so you can pause the quest to go explore anything intresting along the way since you don't get saddled with a companion to nag you once you leave Preston's quest.
The Minuteman are great, but man is the faction rough in vanilla. The We are the Minutemen mod is pretty much essential if you want an awesome experience with them.
I had the Minutemen be pretty OP in vanilla when I last played. Just gotta make sure all major settlements are beefed up and trade routes feeds them + the castle
Your minutemen are only as strong as you make them . I have over 300+ well armed and well armored settlers and 3+ artillery on every settlement i can heavy hit anyone on the map with minutemen soldiers or artillery Its fun ive created strong holds and i have so many stores thst we've created our own economy and government in which i can turn the profit into even more settlements . You guys are missing out on what its supposed to be
Yeah, the Minutemen are the in-game equivalent/mirror to the player character. Both the player and the Minutemen start off as the most weakest and most unlikely sort in the wasteland to survive. But then can grow to being the *strongest* force the Commonwealth has ever seen. Under my General of the Minutemen, I was able to create an 30+ union of interconnected and well supplied settlements. With a population count of around 850. All settlements were provisioned and protected by a mixture of well armed and armored soldiers and robots of various configurations. Each settlement average produced more food, power, and water than it needed. But I had some many settlements "specialize" in certain resources or needs. Not to mention the spaghetti-like mess of provisioner paths throughout Boston and the wasteland. It was most satisfying to hear the violence of my sentry bots blasting mutant freaks from a distance so... frequently. LOL!
You say 850 settlers. However, each settler represents roughly 10 people. So you actually have 8500 population. Logically speaking, once people in a settlement feel secure and have plenty of fresh water and food, those people tend to make lots of babies. So taking into account Rad storms, raider/gunner/super mutant/feral attacks, etc... in a couple generations, the Commonwealth could be quite populated.
@imgonnasneezeachoo Yeah if I could find the article, I'd link it. But I do remember reading something about how Bethesda wants huge populated areas, but due to the limitations of the ancient as fuck Creation Engine, one settler more or less equals 10 people. An example would be Diamond City. We see at most 40 NPCs. So technically there are 400 people living there, though even that feels small since the wiki says 700 to 900 people right before fallout 4 starts. Try imagining 700 to 900 npcs in one area in any Bethesda game....
I feel like with a lot of the fractions in Fallout 4, they weren't developed enough as they should've been more fleshed out. It's thanks to modders that they retain relevancy. The base game should've had: A rebuilding the castle option along with arming them so that Minutemen were powerful enough to call late game. Retaking and occupying Quincy and the Gunners HQ missions And then for Nuka World dlc them being able to attack and occupy the park which again, only mods did.
@@jakespacepiratee3740 If you can do it I would love to see it Though I wish there was a way without doing that guide to keep 3 of the fractions alive, as the dialogue is there to do that if you use the Minutemen. I got some ideas of how to progress the story after the institute: Brotherhood expands the airport as a permanent base but prepares for airship moving on Railroad takes back switchboard and even uses Nuka World as a way to sneak out syths (if all raiders destroyed) Minutemen start taking out and over bandit hideouts to make into settlements or staging areas, take over Nuka World and work on plan using the fog emitters from Far Harbour to push back glowing sea.
@@Econ1991 uh, the Brotherhood Predwyn Lore says that they arent even sure if the Predwyn can make a return journey at all, it may very well be stranded.
@@jakespacepiratee3740 That's why I started with expanding the airport to basically be a commonwealth Citadel. If the Predwyn can't travel again, build the airport into a command base with longer range Vitabirds so travel from capital to commonwealth Citadels are possible.
@@Econ1991 u know we could collab on my mod as writers if you wish ;) i had one experience mod writer with me but he left the Community so i am back down to me myself and i.
I was just a rebellious 17 year old that joined the minute men when they started to rebuild. I'll admit I did it to annoy my parents. I had no gun or ammo to my name only thing I had of value was an old rusty aluminum bat. But when the word spread across the common wealth for volunteers to rally at the Castle. I answered that call. That's when I saw them, The person from the vault. Now my family had heard rumors of some unknown vault dweller moving across the common wealth wasteland and helping the people. But when I saw them in that small run-down home with in the shadow of the castles its walls towering over us surrounded by more than 20 people, I knew the rumors were true, but what shocked me was the order given to start the attack. They told all of us to form ranks of 5 men across 4 men deep and wait at the entrance for them to lead whatever was in the Castle. Back to us, but that was months ago. and after the battle against the institute and the brother hood of steel. Now the Castle Stands as the second beacon of light in the commonwealth only, rivaled by that of the Great green walled capital diamond city, but I now stand at the gate of Nuka-world, my T-60 power armor suit painted in minute men blue and white, my old rusty aluminum bat holstered to my left leg, a minigun hanging off my right leg, But I don't stand alone for I stand as part of an army of 1,500 free men and women, 750 armed robots and five of the most massive pre war artillery cannons ever seen all waiting for the order to be given to start the assault on the last raider stronghold to stain the United Settlements of Common Wealth _hear a whistle blows as artillery cannons begin firing as i puts on my T-60 power armor helmet then jump jetting out of the trench line as other climb out all yelling and running across no man land_ FOR QUINCY!
In lore this is definitely how it went down, love it! But really, in Lore, by time the Institute is destroyed. The Minutemen would easily have around at least 3,000 volunteers from around the Commonwealth.
One of my favorite factions in FO4, they do need an organizational reconstruction so that if/when the sole survivor dies they can avoid another decline.
The Minutemen are provisionary at best. They tried to create a regional government that would hold real power, but the Institute slaughtered the participants. It would be like if the British were able to blow up the Conventions of the Founding Fathers. All of the leaders who cared and had the skill, dead. With the Sole Survivor's Minutemen, the key will be actually getting that Commonwealth Government off the ground.
I imagine without Institute interference they pose a decent chance at unifying as a proper entity without the shadow hand of Institute Synth replacement as a threat. Which could see them as a sort of East Coast version of the NCR. I imagine in the case of an early death for the sole survivor Preston Garvey could stand a chance to hold the group together, since it won't be a husk of what it was at the start and he's at least a person most groups are familiar with since he seems to be in contact with the settlements.
I don't usually like remasters all that much... but I would gladly wait on Fallout 5 if Bethesda took two years to remaster Fallout 4 and make the factions, especially the Minutemen more realistic and better.
They have way more settlements by then and things will be fine as they can pick another leader. When the other general died they lost the castle and didn't have as many settlements. They lost many people. This has changed with rebuilding the settlements.
There's something romantic about taking down the Institute with the Minutemen. The thing about the other factions is that for them it's not enough to kill their corsairs and blow up the Institute itself. They kill the ordinary Institute personnel in the battle as well and want to hunt down the survivors. The Minutemen prove themselves nobler by wanting to defeat their enemies but not exterminate them. My only problem with them is that you have to intentionally fail other quests to get their ending. That and if you want the castle rebuilt you have to do it yourself and sometimes NPCs get stuck in the cracks.
I wish that the Minutemen secured the Institute rather than ending up destroying it, it makes sense for the Railroad and Brotherhood of Steel to destroy it (the Railroad only cares about Synths and the Brotherhood doesn't care about what happens to the Commonwealth beyond exploiting it), but the Minutemen could have had the option to secure the Institute as a means of distributing it's technology and research to the people of the Commonwealth to really help them. The Institute has so much more technology not pertaining to creating syths it just seems like a waste to destroy all that knowledge and leave all the scientists destitute- like at least set up a witness protection program for them so they don't get mobbed in the streets and can pursue other areas of study that don't involve ruining people's lives. I don't know, it just feels like the Minutemen had the most to benefit out of securing the Institute instead of destroying it and causing an atomic bomb level explosion towards the middle of downtown Boston. There wouldn't be any issue with shutting down the Synth production line and destroying the research on it to make sure what happened in 4 never happened again and when it comes to the 3 factions that's the biggest issue.
@@Cthulhuwarlord In the Railroad ending, if I remember correctly, *MAJOR SPOILERS:* You start a synth uprising and they kill all the humans who refuse to help them, INCLUDING someone who was pivotal to kicking off their rebellion in the first place.
@@NODnuke45 you can kill him if you want to but if you do what the railroad wants the player to do he escapes but complains before he leaves that the deal was supposed to just to get the synths to escape not destroy the institute
I think they are probably the most moral faction to side with as far as fallout 4 endings go. The institute is far too removed from the rest of the world and doesnt understand people dont want to be servants in a technocracy. BOS are too authoritarian for my taste. Railroad far is too obsessed with synthetic life that it almost forgets about the human ones. Minutemen make a difference to the people of the Commonwealth, one settlement at a time.
Eh... the Institute under Sole Survivor's leadership could be a damn good force for the Commonwealth. All that research, tech, industry, energy, PURE food and water, and cheap and expendable soldiers and labor force in the form of the Gen-1s and Gen-2s are, well, absolutely nothing to sneeze at. Preston and the Minutemen are absolute fools for choosing to blow up the Institute instead of capturing Institute scientists that surrender and converting it into a settlement to begin reclaiming and rebuilding Boston and the greater Commonwealth of New England.
would love to see the minuite men in future fallout games but in a more of a "wasteland desert rangers" type of deal where they are more organized upgunned.
BoS are genocidal kleptomaniacs aside from the Capital Wasteland chapter when they were under Lyons's command, in 4 they basically become power armored raiders.
The minutemen are honestly the best and most satisfying faction in my opinion. Think about it, you take a small group of survivors who can barely take on a few raiders, and rebuild them into a force powerful enough to wipe out the two other most powerful factions in the area, all while rebuilding and stabilizing the commonwealth settlement by settlement.
@@freemindrebelit'd be a more traditional and hard life but in a good way. The Commonwealth would almost certainly revert to a futuristic Colonial America. So the NCR, Capitalist prewar America on the West Coast and the Minutemen, futuristic Colonial America on the East Coast!
If you think about it, the Sole Survivor is actually the best thing to ever happen to the Minutemen, both Nate and Nora. Nate is a Soldier and Nora is a Lawyer, but they both have old world knowledge that makes them more than capable for the role. Nate could form a proper Military Government while Nora would have the administrative know how to build a nation.
If they ever made a sequel in the same vain as Fallout 2 (set decades after the events of the game that came before) I would imagine that Nora would end up being the president of the CPG (praised in the same way Tandi was) if she was chosen for the continuation and Nate would end up being a hard ass officer similar to Sargent Arch Dornan in the CPG army if he was chosen for the continuation.
Despite how unfun the Minutemen were to play in the game, can we appreciate the effort behind them? These guys were a brand new faction that hadn't been seen or heard about before in the history of the title (which is great, considering Bethesda LOVES reusing factions), a new concept and design. Fun faction weapons, fun design, and some really good in-game history. A good take on history and sci-fi. It's a shame how bad the concept of raising a militia that you control and raised by hand, rearmed yourself, and then took to fight other factions who were WILDLY stronger than yours, turned out in practice. If there were far less settlement missions, this faction wouldn't have gotten as much hate as it did.
This is why I love the Commonwealth Minutemen more than any other faction in all of Fallout. They are not soldiers fighting for some flag or government or for some resource or for power. They are just people. People who believe that being there for their neighbor would make the post-nuclear world a little bit better with each passing day. What makes them all the more special is that you, the player, have the ultimate power to turn them from being the weakest faction in the game to the strongest in all of the Commonwealth. You have that power, and with dedication and effort, you can make the Commonwealth a safer place by helping people build, trade, and give them the means to protect themselves. The Commonwealth Minutemen are indeed a faction OF the people, BY the people, and FOR the people. Plus, I absolutely love their adoption of Colonial Militia culture from the American War of Independence.
I shed tears of sorrow when you told of the fall of Cadia, and tears of pride when I heard of the Great Khans charge at Styx. I shed tears of joy, at such beautiful rumors, 10/10 journalism as always.
While the NCR represents the problems and virtues of the USA, I think the Minutemen represent the people of the USA and the idea that, no matter the danger, the people will always try to keep their freedom. I just hope that one day we can see a sort of “United Settlements of the Commonwealth” in fallout.
@@Linterna001 Gods I hope so, that would be awesome. Say we have another game set on the East Coast and one of the NPCs notes how mercenaries from the USC have come up north or south for whatever reason. Could be interesting and show what happened after the end of Fallout 4.
@@Linterna001 somewhere along the line I would like a Fallout game where they NCR and Minutemen have expanded to the point that they now boarder each other on the Mississippi River or something.
@@tristanovic2-531 kind of, you never enter into any sort of spoken pact, but if you're a member of the Brotherhood of Steel and Railroad while being the general of the Minutemen and take out the institute using the Minutemen Maxon will praise you for using the locals as cannon fodder to destroy their enemy, but is disappointed that it wasn't the Brotherhood who delt the final blow. Dez will commend you for using the Minutemen as cannon fodder as well, she wishes it was them who destroyed the Institute but is glad that the Synths are finally free of them. The Minutemen is the only faction where you can end the game on good terms with everyone after the Institute is destroyed.
I love how organically you can build the minutemen basically from the ground up into the biggest military force in the commonwealth. Or you can neglect them and take another path. Fallout 4 is amazing in that regard.
They only want to protect people at a minute's notice, nothing more, nothing less. In a world filled with Chaos the light of honour, humanity and nobility will never fade even if a single, dim light remains.
My favorite faction. I’ve had to time realize that if the brotherhood, Minutemen, Institute and Railroad managed to work together they could build an effective commonwealth. The institute with their tech could probably help terraform The Minutemen with their manpower can protect and patrol the community The railroad could probably obtain raw resources through their networks The Brotherhood could provide weapons and armor
@@lionhartjohn1000 If I had to say which one is the worse, I would have to say the Railroad. They are the most selfish and stupid of them all, they are literary people just roleplaying in the apocalypse. Some say their goal is noble, of freeing and protecting Institute Synths who became self-aware. Yet their tactics are just as bad, as when they erase the synths memory even if they dont want to, and at times this has backfired spectaculary. No to mention their goal is stupid, after they destroy the institute and save all Synths, what then? Are they going to keep roleplaying? Also no to mention that out of all the vulnerable and abused people of the Commonwealth, Synths have it the least. Ghouls get discriminated and abused and have to fend on their own not to mention most are survivors of the great war and seeing all their love ones gone and having the fear of going feral. You also have the robots of the commonwealth, who althought many are just robots, a lot of tgem have adquiere consciousness and by all forms act and talk just like any other human, for example: Codsworth, Curie, Ada, Whitechapell, Ironsides and others. Yet no one defends them, instead they get killed like animals their parts used to create deadlier weapons. So yeah Railroad are the worst, which is why I always destroy the organization whenever I get the chance.
@@franciscorafaelmontielpale7854 I mostly agree. But while the Railroad is just... stupid, the Institute is straight-up malicious. So I'd say they are the "worst" of the factions, closely followed by the Railroad in 2nd place.
@@lionhartjohn1000 the institute is "malicious"because of mistakes that were made by both the commonwealth and them when they sent a synth to watch the meeting between the powers of the commonwealth It was not their fault that It became suddenly agresive and the people became paranoid of them
5:45 When the Minutemen first arrived at Quincy they hit the Gunners there from behind, did devastating damage to them and forced them into a hasty retreat. However, the Gunners soon came back in force and surrounded the town and that is when the situation became untenable.
I like that without the institute, the minutemen could have created a political power akin to the NCR around the commonwealth. A bear of the east maybe with its own Bull to challenge it.
Honestly compared to every other faction that we've seen, the Minutemen, even in vanilla... Is the most useful and deadly faction. Unlike other factions that send out scavenging teams or need special engineers to construct a building, most of the Minutemen are farmers, hunters, settlers and city folk from Diamond City. Which means most already know how to build a temporary or permanent shelter, hunt for food or is a crack shot. They live off the land where the NCR, BoS on both the East Coast and West Coast, Institute, Railroad, etc. They all need a central hub to get supplies. The Minutemen could be in a warzone and possibly surrounded but they have better survival instincts and know very well how to tinker with a rifle, armor, clothing and concealment.
That's a great video on the Minutemen, Templin. But unfortunately the Wasteland needs us. Another settlement needs your help, I'll mark it on your map.
Good thing I play with mods. I made the Minutemen a little stronger, gave the artillery extra range and be a bit faster, and replaced the laser muskets (that do 30 energy damage) with laser garands that do 210 energy damage. Oh, and robots added. And in my current play through, I have that A-10 mod so they can have air support and carpet bomb targets while doing artillery strikes.
Honestly, if Bethesda got one thing right about fallout 4, it was these folk, it goes to show that even a world as cruel and desolate as fallout, hope can still be found.
I think, besides the problem of a volunteer force without the backing of a proper entity like a government or a business to supply it that defends everyone, the Minutemen’s major problem was the attempt to use democracy in a military setting. Chain of command is vital for effective leading and battle, especially when death and dissolution of the group are risks, so a clear line of inheritance of power is vital for maintains the cohesion of the group
My favorite are the Brotherhood but I really wished that we could've made an alliance between the two to create a unified Commonwealth with the Minutemen being the common ground forces and the Brotherhood being the shock troops, or something to that effect.
@@inductivegrunt94 They both have different goals and methods so I don't really see that happening. Though I could see some kind of cooperation. nexbil 01 has videos about possible events like that after the game that I think are pretty realistic for the world after the minutemen ending.
Considering the general of the minutemen is a pre war veteran, I think they’d play nice with the Enclave, maybe that’s because they are my two favorite factions though.
BOS Scribe Liam here, I would like to clarify that the BOS and the Minutemen are good and close allies, the general of the Minutemen are good friends with Elder Maxson. The general visits the Prydwen from time to time to have drinks with the Elder.
When you start the game, radroaches can kill you. When you start the game, Preston is the last Minuteman, on the verge of being killed. When you end the game, you can tear through scores of the toughest enemies in the Wasteland. When you end the game, The Minutemen have brought hope and safety to dozens of settlements, and defeated the BOS and the bogey man of the region, the Institute. Even to the end, Preston makes sure you evacuate the civilians in the Institute before blowing it.
I still don't believe the whole CPG wiped out by a single synth story. I find that mutual distrust and paranoia about a possible synth present led to them turning on each other, the synth managing to escape, is a much more appropriate and compelling narrative. Given how much effort the Institute put into trying to organize and form it. Also, many people seem to misunderstand Quincy. The settlers and Minutemen were holding out extremely well against the Gunners, up until Clint gave them the backdoor and their defenses were breached and rendered redundant. And settlers didn't scorn and ridicule or hate the Minutemen after their dissolution. Many settlers actually mourned their loss, and desperately want to see them return.
I always wonder what happened if the sole survivor can enhance the castle's transmitter with the deep range transmitter, will their broadcast reach out all the way to ncr on the west coast and will happen then
Are the Minutemen actually a militia? It seems like they have some pretty sophisticated weapon systems and a standing force at their headquarters of Fort Independence. Sure they aren't professionals but militia seems to be intentionally underselling it
The Minutemen are definitely my favorite faction in Fallout 4. I'm an ardent optimist, which may seem at odds being a fan of the Fallout series and the grimdark Warhammer 40k games. However, I like my share of grimdark, but under one condition: the setting may start out that way, but it's not doomed to be so. It's a truism that heroes and grimdark inherently clash: either the hero perishes or gets corrupted, or the hero ungrimdarks the setting. The latter is actually my favorite flavor of grimdark. I don't mean that in the sense of instantly, but I want to see them struggle against injustice, rally the oppressed and fellow heroes, and genuinely build up a better world. I say this because this is my own worldview and my general aspiration in real life. And all that is why the Minutemen are my favorite faction: they don't just succumb to greed and barbarism like all the others with power, but fight with all their strength in the name of American ideals and the people of the commonwealth. I would love to see them building up a new commonwealth government and perhaps even critically analyzing the old American ideals, rejecting its flaws, and adapting them to the wasteland.
One thing that game needed was a better implementation of the Minutemen... Also, the ability to tell the head of whatever faction you allied with to treat you with some fucking respect.
Nice video, these guys are by far my favourite fallout faction. I saw the Minutemen on your suggestions page. Is that why you made this or is it just coincidence?
Y’know after discovering the use of mods these guys became my go to faction. With the settlement system I was able to place guards all over the commonwealth as well as upgrading them to be a fully armed fighting force.
I really feel that with the sole survivors intervention, a minutemen ending really feels like the birth of a nation capable of rivaling the NCR in some years time
The Minutemen, though its creation is unknown, I have a theory about, it had been created, centuries before the fallout games, and centuries before the Great War, and moments before the American Revolutionary War for Independence, by General and first US President George Washington, as a Militia men to go to action, within a minutes notice, thus, the name "Minutemen" was given to the Militia men, which would be changed to the US Army in 1775
My wish for the fallout 4 ending. Minutemen. Along with 2 cut content. Danse becomes elder. You become sentinel. And minutemen Takeover institute instead of blowing it up. Ceasing all synth development. And focus in de radiating the wasteland and improving farming and military technology. With a brotherhood and minutemen presence in 3 R&D facilities. Main institute. And 2 new research facilities. Mechanist lair. And vault 88. Making the commonwealth the single most advanced place sense the great War. NOT even the enclave could come close in the technological possibilities.
If you listen to the settlement recruitment frequency (like you would listen to any radio), you will hear the exact same songs used by the Enclave radio in fallout 3. (Washington Post, Stars n Stripes forever, USMC Hymn, etc.) Kinda funny that the Minutemen and the Enclave have the exact same taste in music while their ideologies are the polar opposite
Another social media account needs your follow, I'll mark it on your map. twitter.com/TemplinEdu
MY FAVORITE FACTION.
Please cover the Exosquad
@Neutral T.K.
Same here.
Please do the Institute fallout 4
This video isn’t in the Fallout playlist? Please update.
"The Minutemen were formed over a century ago by ordinary people who simply wanted to defend their home, the Commonwealth, from any threat imaginable. Sadly, the group has fallen into disarray in recent years." - Fallout 4 tagline about the Commonwealth Minutemen
. Your minutemen are only as strong as you make them . I have over 300+ well armed and well armored settlers and 3+ artillery on every settlement i can heavy hit anyone on the map with minutemen soldiers or artillery
Its fun ive created strong holds and i have so many stores thst we've created our own economy and government in which i can turn the profit into even more settlements . You guys are missing out on what its supposed to be
It's fitting that of all the faction intent on rebuilding the Commonwealth in their image, it's only the Minuteman that focus so heavily on the actual _building_ part.
Sole Survivor: "Can you explain what the Minutemen are all about?"
Preston Garvey: "We're citizen soldiers. The people of the Commonwealth banding together to protect ourselves and decide our own future."
What Preston should have said: "Wait, you went to a prewar school! Didn't they teach history back then?"
What Preston should have said: "There's a settlement that needs our help, here ill mark it on your map."
@@hornet370 gestures wildly at present day general public.
@@The_Viscount But he's referring to the contemporary iteration of the minutemen.
Citizen soldiers and then the soul survivor gets send to kill 5 feral ghouls on the other side of the map. Bah I’ve installed a mod what removed that part and made the minutemen appear like a more paramilitary organization what could defend themselves rather than to whine about 5 feral ghouls or some raiders taking their crops all the way to the other side of the map.
Minutemen: *Fails Due to poor leadership and strained resources*
Some Vault Dweller seeing Preston keeping the fire going: *"LET HIM COOK."*
i don't think nate should be considered as a vault dweller like for nate the time in the vault was only a few minutes
Underrated faction, in my opinion. Their aesthetic is cool and their ideals are noble. I'd like to say they'd play nice with the NCR, but that's probably just because I'm a fan of them, too.
Must agree to that owen
@@ReformedSooner24 My thoughts exactly.
@@ReformedSooner24 it's why I like them
They’re one of the only factions that actually want to do some good without an hidden agenda
@@neofulcrum5013 that's why they are so boring
"Evil only wins when good people do nothing." - A Decent Quote.
Good only wins when evil people do nothing. - Sun Tzu
Good people will always win
@@aaronbrown8129 tell that to North Korea
Evil people will always burn in hell
@@aaronbrown8129 then why is ghandi in hell
For all the minutemen’s faults, that’s a great logo
Only one real fault , and most factions have it as well .
I'm addicted to minutemen artillery. I don't care if it's slow, hard to set up etc. But the sound it makes is better than teleport or Vertibirds in my opinion.
I once managed to take out an entire horde of charred ghouls with the artillery.
If you get every single Settlement set up with Artillery then you can call down Artillery Strikes anywhere except the Glowing Sea and DLC locations (Nuka World and Far Harbor).
@@lonestarwolfentertainment7184 That's what I did actually. A minimum of five artillery per settlement. Off course there are other settlement(Hangman Alley) that makes it impossible. So I just settle it with two. Of course all of it is redundant once mods are figure in.
@@dariustiapula
Build upwards my friend, you can easely fit 5 artilery pieces in hangman alley.
Get the angry artillery mod. Makes the shots fall in rapid succession. Combine with an artillery flare gun mod for maximum effect.
Even at their height, they are the underdogs of all the Commonwealth's factions. The Railroad depended on their covert operations, the Brotherhood only left their base to perform tactical strikes, the Institute could always make more Synths.
But the Minutemen stand ready and willing to defend the Commonwealth so long as good people take up arms for another.
The Minutemen were the underdogs for two reason:
1. They relied on the good of people
2. They didn't have any special gimmick other than the good of people.
@@yazidefirenze and by endgame, if you've played your cards right, they, like the sole survivor, are the single most devastatingly powerful force in the commonwealth.
@@yazidefirenzeI love the Minutemen because of this reason, in a vastly futuristic and slightly different history, the Minutemen are the most realistic. And they are literally the best hope for ordinary people who want to live in the Wasteland. The BoS don't care a lot about them, same with the Institute and Railroad. The Minutemen have the potential to be the NCR but in the East Coast and much less bloated and corrupt. The Minutemen only want to keep themselves and their neighbors safe from anything hostile. I hope and pray we see the Minutemen in Fallout 5 if it's on the East Coast again.
@@Andrewbaysura1 The problem is, that is an inherently REACTIVE position to take... and that tends to fall and fail to those that are ACTIVE. Also, for as powerful as they can be by endgame, with built up settlements, fortifications, new recruits, and every place with the blue flag sporting an artillery cannon or two or more... they have the same weaknesses they did before the Quincy Massacre. They're all hinged on the Sole Survivor and Preston. Once either leaves, gets too old, sick, or dies... the Minutemen will fall apart and retreat to their settlements and only their settlements. Personally, I believer a Minutemen-Institute allied ending is the best choice for the Commonwealth. Serving as bother General and Director, you can fuse the two groups together and forge a brilliant future for the people.
@@yazidefirenze Noob . Your minutemen are only as strong as you make them . I have over 300+ well armed and well armored settlers and 3+ artillery on every settlement i can heavy hit anyone on the map with minutemen soldiers or artillery
Its fun ive created strong holds and i have so many stores thst we've created our own economy and government in which i can turn the profit into even more settlements . You guys are missing out on what its supposed to be
The Minutemen. The only faction that somehow always survives.
Until Nukaworld comes but even then I’m some places they can be safe.
Fun fact the Minutemen were supposed to play a more prominent part in that DLC. But the game engine couldn't handle a big Raider vs Minutemen battle there. So it's just a side quest now.
Khans (and their successors): "Am I a joke to you"
@@99batran Kinda?... Yes, yeah.
@@placeholdername3818 By the power of mods
@@placeholdername3818 Sounds like bullshit. The engine is quite able to handle large battles well. I've created them myself.
People hate on Preston, but the guy never gave up hope and kept the flame going despite everything else falling down around him.
Then you appear and turn that flame into an inferno.
hehe *proceed to commite war crimes againts the gunners, build settlement with high defenses and equip minutemen soldiers with enclave grade weapons and armor*
@@saco_wea7905 Litterally me
@@saco_wea7905 The Institute, BoS, and the Railroad are nothing against the Minutemen with Sentry Bots, Assaultrons, Stolen Power Armour and ARTILERRRY.
@@JudicialBrat Wait until the Minutemen meats the Enclave and then, we see who will be the restorer of the United States of America.
@@saco_wea7905 Technically war crimes don’t exist in the wasteland,
The Minutemen are my favorite faction in 4. The laser musket slaps when you get all the upgrades
More like a newer laser musket model and skynet energy technology, followed by 24k gold engravings.
Now if only it could mount a bayonet...
People like to bash Preston for constantly giving you new quests but its a great to level up in the early game.
Plus you get to build a wicked cool fort. (Not to mention you don’t have to do them you fool)
Its kind of fun to role play some wild west type gun slinger who wanders the world dispensing justice for the downtrodden. It can get repetative but there nothing stopping someone from pausing and doing something else for a bit, especially since it takes you everywhere so you can pause the quest to go explore anything intresting along the way since you don't get saddled with a companion to nag you once you leave Preston's quest.
And he is the best companion in the franchise , the strongest and among the most selfless and heroic character in the franchise .
And if uou actually do them you run out of them pretty quickly
The great thing about setting up settlements all over the map is you can bring down artillery on anything within range.
I once used artillery to bring down an horde of charred ghouls!
The Minuteman are great, but man is the faction rough in vanilla. The We are the Minutemen mod is pretty much essential if you want an awesome experience with them.
All of FO4 is rough
I had the Minutemen be pretty OP in vanilla when I last played. Just gotta make sure all major settlements are beefed up and trade routes feeds them + the castle
Liberty reborn also works well for them.
Militarized Minutemen works well combined with that.
W.A.T.M are the Only Lore-Friendly MM mod for FO4.
Liberty reborn and Militarized MM is too much for a Militia Faction.
General, another templin institute video needs our likes and support. I’ve marked it in your subscriptions
Oh, well said sir, and nicely done. Bravo 👏
Finally! Our Minutemen are covered!
Hell yeah
Hell yeah! We can help even more settlements this way!
Shouldn't you be off protecting settlements Preston?
@@mrandrews3616 They can protect the settlements better with more coverage and fresh recruits.
The fact that you didn't then segue into another settlement needing help fills me with disapointment.
"Protect the people at a minute's notice. . ." - Preston Garvey about the Commonwealth Minutemen
"That was the idea, anyway..."
@@yazidefirenze anyways, ive gotten word that another settlement needs our help. ill mark it on your map
@@richowens6125 [Mission Added: Ghoul Problem at Tenpines Bluff]
@@richowens6125 mine doesn't say it anymore
@@richowens6125 you are doing it wrong
General, once you're done watching this video, another settlement needs your help. I'll mark it on your map.
My preston doesnt say it anymore cause ive done it all
Your minutemen are only as strong as you make them . I have over 300+ well armed and well armored settlers and 3+ artillery on every settlement i can heavy hit anyone on the map with minutemen soldiers or artillery
Its fun ive created strong holds and i have so many stores thst we've created our own economy and government in which i can turn the profit into even more settlements . You guys are missing out on what its supposed to be
Yeah, the Minutemen are the in-game equivalent/mirror to the player character. Both the player and the Minutemen start off as the most weakest and most unlikely sort in the wasteland to survive. But then can grow to being the *strongest* force the Commonwealth has ever seen.
Under my General of the Minutemen, I was able to create an 30+ union of interconnected and well supplied settlements. With a population count of around 850. All settlements were provisioned and protected by a mixture of well armed and armored soldiers and robots of various configurations. Each settlement average produced more food, power, and water than it needed. But I had some many settlements "specialize" in certain resources or needs. Not to mention the spaghetti-like mess of provisioner paths throughout Boston and the wasteland. It was most satisfying to hear the violence of my sentry bots blasting mutant freaks from a distance so... frequently. LOL!
Right . Anyone complaining just didnt do it correctly
You say 850 settlers. However, each settler represents roughly 10 people. So you actually have 8500 population. Logically speaking, once people in a settlement feel secure and have plenty of fresh water and food, those people tend to make lots of babies. So taking into account Rad storms, raider/gunner/super mutant/feral attacks, etc... in a couple generations, the Commonwealth could be quite populated.
Wait how's 1=10? I hope Im missing something@@LostDisciple24
@imgonnasneezeachoo Yeah if I could find the article, I'd link it. But I do remember reading something about how Bethesda wants huge populated areas, but due to the limitations of the ancient as fuck Creation Engine, one settler more or less equals 10 people. An example would be Diamond City. We see at most 40 NPCs. So technically there are 400 people living there, though even that feels small since the wiki says 700 to 900 people right before fallout 4 starts.
Try imagining 700 to 900 npcs in one area in any Bethesda game....
@@LostDisciple24 That's badass, I'll keep an eye out if I can find the article!
I feel like with a lot of the fractions in Fallout 4, they weren't developed enough as they should've been more fleshed out. It's thanks to modders that they retain relevancy. The base game should've had:
A rebuilding the castle option along with arming them so that Minutemen were powerful enough to call late game.
Retaking and occupying Quincy and the Gunners HQ missions
And then for Nuka World dlc them being able to attack and occupy the park which again, only mods did.
I actually did want to make a mod that expands on Fallout 4's story.
@@jakespacepiratee3740 If you can do it I would love to see it
Though I wish there was a way without doing that guide to keep 3 of the fractions alive, as the dialogue is there to do that if you use the Minutemen.
I got some ideas of how to progress the story after the institute:
Brotherhood expands the airport as a permanent base but prepares for airship moving on
Railroad takes back switchboard and even uses Nuka World as a way to sneak out syths (if all raiders destroyed)
Minutemen start taking out and over bandit hideouts to make into settlements or staging areas, take over Nuka World and work on plan using the fog emitters from Far Harbour to push back glowing sea.
@@Econ1991 uh, the Brotherhood Predwyn Lore says that they arent even sure if the Predwyn can make a return journey at all, it may very well be stranded.
@@jakespacepiratee3740 That's why I started with expanding the airport to basically be a commonwealth Citadel. If the Predwyn can't travel again, build the airport into a command base with longer range Vitabirds so travel from capital to commonwealth Citadels are possible.
@@Econ1991 u know we could collab on my mod as writers if you wish ;) i had one experience mod writer with me but he left the Community so i am back down to me myself and i.
I was just a rebellious 17 year old that joined the minute men when they started to rebuild. I'll admit I did it to annoy my parents. I had no gun or ammo to my name only thing I had of value was an old rusty aluminum bat. But when the word spread across the common wealth for volunteers to rally at the Castle. I answered that call. That's when I saw them, The person from the vault. Now my family had heard rumors of some unknown vault dweller moving across the common wealth wasteland and helping the people. But when I saw them in that small run-down home with in the shadow of the castles its walls towering over us surrounded by more than 20 people, I knew the rumors were true, but what shocked me was the order given to start the attack. They told all of us to form ranks of 5 men across 4 men deep and wait at the entrance for them to lead whatever was in the Castle. Back to us, but that was months ago. and after the battle against the institute and the brother hood of steel. Now the Castle Stands as the second beacon of light in the commonwealth only, rivaled by that of the Great green walled capital diamond city, but I now stand at the gate of Nuka-world, my T-60 power armor suit painted in minute men blue and white, my old rusty aluminum bat holstered to my left leg, a minigun hanging off my right leg, But I don't stand alone for I stand as part of an army of 1,500 free men and women, 750 armed robots and five of the most massive pre war artillery cannons ever seen all waiting for the order to be given to start the assault on the last raider stronghold to stain the United Settlements of Common Wealth
_hear a whistle blows as artillery cannons begin firing as i puts on my T-60 power armor helmet then jump jetting out of the trench line as other climb out all yelling and running across no man land_
FOR QUINCY!
In lore this is definitely how it went down, love it! But really, in Lore, by time the Institute is destroyed. The Minutemen would easily have around at least 3,000 volunteers from around the Commonwealth.
One of my favorite factions in FO4, they do need an organizational reconstruction so that if/when the sole survivor dies they can avoid another decline.
Honestly the Minutmen are only a support faction. If they joinforces with bigger factions like the Brotherhood, they could do zome real chabges.
The Minutemen are provisionary at best. They tried to create a regional government that would hold real power, but the Institute slaughtered the participants. It would be like if the British were able to blow up the Conventions of the Founding Fathers. All of the leaders who cared and had the skill, dead.
With the Sole Survivor's Minutemen, the key will be actually getting that Commonwealth Government off the ground.
I imagine without Institute interference they pose a decent chance at unifying as a proper entity without the shadow hand of Institute Synth replacement as a threat. Which could see them as a sort of East Coast version of the NCR. I imagine in the case of an early death for the sole survivor Preston Garvey could stand a chance to hold the group together, since it won't be a husk of what it was at the start and he's at least a person most groups are familiar with since he seems to be in contact with the settlements.
I don't usually like remasters all that much... but I would gladly wait on Fallout 5 if Bethesda took two years to remaster Fallout 4 and make the factions, especially the Minutemen more realistic and better.
They have way more settlements by then and things will be fine as they can pick another leader.
When the other general died they lost the castle and didn't have as many settlements. They lost many people. This has changed with rebuilding the settlements.
The Minutemen will forever be my favorite faction. They are literally the only faction I would join in a nuclear wasteland.
There's something romantic about taking down the Institute with the Minutemen. The thing about the other factions is that for them it's not enough to kill their corsairs and blow up the Institute itself. They kill the ordinary Institute personnel in the battle as well and want to hunt down the survivors. The Minutemen prove themselves nobler by wanting to defeat their enemies but not exterminate them.
My only problem with them is that you have to intentionally fail other quests to get their ending. That and if you want the castle rebuilt you have to do it yourself and sometimes NPCs get stuck in the cracks.
I don’t remember you being forced to kill non combatants if you used the railroad to take out the institute
@@Cthulhuwarlord Well I defiantly saw a video of the Railroad ending and all the Institute people were red targets.
I wish that the Minutemen secured the Institute rather than ending up destroying it, it makes sense for the Railroad and Brotherhood of Steel to destroy it (the Railroad only cares about Synths and the Brotherhood doesn't care about what happens to the Commonwealth beyond exploiting it), but the Minutemen could have had the option to secure the Institute as a means of distributing it's technology and research to the people of the Commonwealth to really help them.
The Institute has so much more technology not pertaining to creating syths it just seems like a waste to destroy all that knowledge and leave all the scientists destitute- like at least set up a witness protection program for them so they don't get mobbed in the streets and can pursue other areas of study that don't involve ruining people's lives.
I don't know, it just feels like the Minutemen had the most to benefit out of securing the Institute instead of destroying it and causing an atomic bomb level explosion towards the middle of downtown Boston. There wouldn't be any issue with shutting down the Synth production line and destroying the research on it to make sure what happened in 4 never happened again and when it comes to the 3 factions that's the biggest issue.
@@Cthulhuwarlord In the Railroad ending, if I remember correctly,
*MAJOR SPOILERS:*
You start a synth uprising and they kill all the humans who refuse to help them, INCLUDING someone who was pivotal to kicking off their rebellion in the first place.
@@NODnuke45 you can kill him if you want to but if you do what the railroad wants the player to do he escapes but complains before he leaves that the deal was supposed to just to get the synths to escape not destroy the institute
"As long as there is one to light the signal fire, there will always be many to ready to respond."
I think they are probably the most moral faction to side with as far as fallout 4 endings go. The institute is far too removed from the rest of the world and doesnt understand people dont want to be servants in a technocracy. BOS are too authoritarian for my taste. Railroad far is too obsessed with synthetic life that it almost forgets about the human ones. Minutemen make a difference to the people of the Commonwealth, one settlement at a time.
Eh... the Institute under Sole Survivor's leadership could be a damn good force for the Commonwealth. All that research, tech, industry, energy, PURE food and water, and cheap and expendable soldiers and labor force in the form of the Gen-1s and Gen-2s are, well, absolutely nothing to sneeze at. Preston and the Minutemen are absolute fools for choosing to blow up the Institute instead of capturing Institute scientists that surrender and converting it into a settlement to begin reclaiming and rebuilding Boston and the greater Commonwealth of New England.
would love to see the minuite men in future fallout games but in a more of a "wasteland desert rangers" type of deal where they are more organized upgunned.
Honestly my two factions to join in Fallout 4 has always been The Minutemen and the BoS. So happy that you guys made this video.
Absolutely. Both factions are great.
BoS are genocidal kleptomaniacs aside from the Capital Wasteland chapter when they were under Lyons's command, in 4 they basically become power armored raiders.
You get a settlement! You get a settlement! You get a settlement! Everyone gets a settlement!
The minutemen are honestly the best and most satisfying faction in my opinion.
Think about it, you take a small group of survivors who can barely take on a few raiders, and rebuild them into a force powerful enough to wipe out the two other most powerful factions in the area, all while rebuilding and stabilizing the commonwealth settlement by settlement.
Man, the ending was so great! Obv. I did each ending but Minuteman one was the right one for me as a genuine person
All memes aside, The Minutemen are probably the best faction to side with during the game if you want the Commonwealth to prosper like the old world
Not like old world, because of ....you know.
@@freemindrebelit'd be a more traditional and hard life but in a good way. The Commonwealth would almost certainly revert to a futuristic Colonial America. So the NCR, Capitalist prewar America on the West Coast and the Minutemen, futuristic Colonial America on the East Coast!
When you've finished watching this video Preston Garvey has another settlement that needs your help.
If you think about it, the Sole Survivor is actually the best thing to ever happen to the Minutemen, both Nate and Nora. Nate is a Soldier and Nora is a Lawyer, but they both have old world knowledge that makes them more than capable for the role. Nate could form a proper Military Government while Nora would have the administrative know how to build a nation.
If they ever made a sequel in the same vain as Fallout 2 (set decades after the events of the game that came before) I would imagine that Nora would end up being the president of the CPG (praised in the same way Tandi was) if she was chosen for the continuation and Nate would end up being a hard ass officer similar to Sargent Arch Dornan in the CPG army if he was chosen for the continuation.
Despite how unfun the Minutemen were to play in the game, can we appreciate the effort behind them? These guys were a brand new faction that hadn't been seen or heard about before in the history of the title (which is great, considering Bethesda LOVES reusing factions), a new concept and design. Fun faction weapons, fun design, and some really good in-game history. A good take on history and sci-fi. It's a shame how bad the concept of raising a militia that you control and raised by hand, rearmed yourself, and then took to fight other factions who were WILDLY stronger than yours, turned out in practice.
If there were far less settlement missions, this faction wouldn't have gotten as much hate as it did.
The sun will never set on the glorious Minutemen Empire!
Too far man
This is why I love the Commonwealth Minutemen more than any other faction in all of Fallout.
They are not soldiers fighting for some flag or government or for some resource or for power. They are just people. People who believe that being there for their neighbor would make the post-nuclear world a little bit better with each passing day. What makes them all the more special is that you, the player, have the ultimate power to turn them from being the weakest faction in the game to the strongest in all of the Commonwealth. You have that power, and with dedication and effort, you can make the Commonwealth a safer place by helping people build, trade, and give them the means to protect themselves.
The Commonwealth Minutemen are indeed a faction OF the people, BY the people, and FOR the people. Plus, I absolutely love their adoption of Colonial Militia culture from the American War of Independence.
I shed tears of sorrow when you told of the fall of Cadia, and tears of pride when I heard of the Great Khans charge at Styx. I shed tears of joy, at such beautiful rumors, 10/10 journalism as always.
The most _good_ faction in my opinion. And arguably, rivaling the NCR in how much it resembles America.
While the NCR represents the problems and virtues of the USA, I think the Minutemen represent the people of the USA and the idea that, no matter the danger, the people will always try to keep their freedom.
I just hope that one day we can see a sort of “United Settlements of the Commonwealth” in fallout.
@@Linterna001 Gods I hope so, that would be awesome. Say we have another game set on the East Coast and one of the NPCs notes how mercenaries from the USC have come up north or south for whatever reason. Could be interesting and show what happened after the end of Fallout 4.
@@Linterna001 i hope this is in the next game
@@Linterna001 somewhere along the line I would like a Fallout game where they NCR and Minutemen have expanded to the point that they now boarder each other on the Mississippi River or something.
@@irishspartanstudios "Goddamn USC mercs... What happened to 'the good of the people' instead of 'the lining of pockets'?"
I cannot express how long I have waited in anticipation for the Templin Institute to cover this topic and of course they excelled.
Imagine how cool it would have been if you could form a pact between the minutemen, railroad and brotherhood of steal to take out the institute
I believe you can if you do all quests of all 3 factions
@@tristanovic2-531 kind of, you never enter into any sort of spoken pact, but if you're a member of the Brotherhood of Steel and Railroad while being the general of the Minutemen and take out the institute using the Minutemen Maxon will praise you for using the locals as cannon fodder to destroy their enemy, but is disappointed that it wasn't the Brotherhood who delt the final blow. Dez will commend you for using the Minutemen as cannon fodder as well, she wishes it was them who destroyed the Institute but is glad that the Synths are finally free of them.
The Minutemen is the only faction where you can end the game on good terms with everyone after the Institute is destroyed.
@@UbinTimor maxon doesnt say anything the scribe guy with the glasses says that
I love how organically you can build the minutemen basically from the ground up into the biggest military force in the commonwealth. Or you can neglect them and take another path. Fallout 4 is amazing in that regard.
I think the Minutemen might be one of the purely good factions in Fallout
They only want to protect people at a minute's notice, nothing more, nothing less. In a world filled with Chaos the light of honour, humanity and nobility will never fade even if a single, dim light remains.
I think the main reason is that it's young and still growing/recovering. Thus making the faction still innocent for the time being.
Protect Thy Neighbor. Always.
I think if they and the followers of the apocalypse team up there might be some good to come to the wasteland at large.
My favorite faction.
I’ve had to time realize that if the brotherhood, Minutemen, Institute and Railroad managed to work together they could build an effective commonwealth.
The institute with their tech could probably help terraform
The Minutemen with their manpower can protect and patrol the community
The railroad could probably obtain raw resources through their networks
The Brotherhood could provide weapons and armor
Unfortunately, every single faction besides the Minutemen are extremely selfish and even malicious, in some cases.
@@lionhartjohn1000 yes, it is a pipe dream sadly
@@lionhartjohn1000
If I had to say which one is the worse, I would have to say the Railroad. They are the most selfish and stupid of them all, they are literary people just roleplaying in the apocalypse.
Some say their goal is noble, of freeing and protecting Institute Synths who became self-aware. Yet their tactics are just as bad, as when they erase the synths memory even if they dont want to, and at times this has backfired spectaculary.
No to mention their goal is stupid, after they destroy the institute and save all Synths, what then? Are they going to keep roleplaying?
Also no to mention that out of all the vulnerable and abused people of the Commonwealth, Synths have it the least. Ghouls get discriminated and abused and have to fend on their own not to mention most are survivors of the great war and seeing all their love ones gone and having the fear of going feral. You also have the robots of the commonwealth, who althought many are just robots, a lot of tgem have adquiere consciousness and by all forms act and talk just like any other human, for example: Codsworth, Curie, Ada, Whitechapell, Ironsides and others. Yet no one defends them, instead they get killed like animals their parts used to create deadlier weapons.
So yeah Railroad are the worst, which is why I always destroy the organization whenever I get the chance.
@@franciscorafaelmontielpale7854 I mostly agree. But while the Railroad is just... stupid, the Institute is straight-up malicious. So I'd say they are the "worst" of the factions, closely followed by the Railroad in 2nd place.
@@lionhartjohn1000 the institute is "malicious"because of mistakes that were made by both the commonwealth and them when they sent a synth to watch the meeting between the powers of the commonwealth It was not their fault that It became suddenly agresive and the people became paranoid of them
If you're continuing to investigate Fallout, I'd love to see you guys investigate the Mysterious Stranger.
Can we get a 40k video on the Dark Angels? They have so much interesting lore a video on them would be sweet!
5:45 When the Minutemen first arrived at Quincy they hit the Gunners there from behind, did devastating damage to them and forced them into a hasty retreat. However, the Gunners soon came back in force and surrounded the town and that is when the situation became untenable.
I like that without the institute, the minutemen could have created a political power akin to the NCR around the commonwealth. A bear of the east maybe with its own Bull to challenge it.
Thank you for making a video about the best faction in the Eastcoast! ^^
It'd be cool to see a what-if video of if the minutemen never lost the castle to the mirelurk queen
Great to see the minute men covered!
Honestly compared to every other faction that we've seen, the Minutemen, even in vanilla... Is the most useful and deadly faction.
Unlike other factions that send out scavenging teams or need special engineers to construct a building, most of the Minutemen are farmers, hunters, settlers and city folk from Diamond City. Which means most already know how to build a temporary or permanent shelter, hunt for food or is a crack shot. They live off the land where the NCR, BoS on both the East Coast and West Coast, Institute, Railroad, etc. They all need a central hub to get supplies. The Minutemen could be in a warzone and possibly surrounded but they have better survival instincts and know very well how to tinker with a rifle, armor, clothing and concealment.
Exactly, it’s their experience with settling the most inhospitable areas that is their greatest strength
Despite how much I hate how the settlement recruitment system was implemented, I still have the Minutemen as my favorite FO4 faction
That's a great video on the Minutemen, Templin. But unfortunately the Wasteland needs us. Another settlement needs your help, I'll mark it on your map.
"This is Radio Freedom The Voice of the Minutemen"
The best faction and only hope for the Commonwealth. Change my mind
Good thing I play with mods. I made the Minutemen a little stronger, gave the artillery extra range and be a bit faster, and replaced the laser muskets (that do 30 energy damage) with laser garands that do 210 energy damage. Oh, and robots added. And in my current play through, I have that A-10 mod so they can have air support and carpet bomb targets while doing artillery strikes.
please tell me the laser garand has the ping noise
Honestly, if Bethesda got one thing right about fallout 4, it was these folk, it goes to show that even a world as cruel and desolate as fallout, hope can still be found.
I think, besides the problem of a volunteer force without the backing of a proper entity like a government or a business to supply it that defends everyone, the Minutemen’s major problem was the attempt to use democracy in a military setting. Chain of command is vital for effective leading and battle, especially when death and dissolution of the group are risks, so a clear line of inheritance of power is vital for maintains the cohesion of the group
i get:"another settlement needs your help i'll mark it on your map."-flashbacks :D
My favorite faction in Fallout! Now we just need to hear about The Institute.
My favorite are the Brotherhood but I really wished that we could've made an alliance between the two to create a unified Commonwealth with the Minutemen being the common ground forces and the Brotherhood being the shock troops, or something to that effect.
@@inductivegrunt94 They both have different goals and methods so I don't really see that happening. Though I could see some kind of cooperation. nexbil 01 has videos about possible events like that after the game that I think are pretty realistic for the world after the minutemen ending.
@@inductivegrunt94 I would be in favor of that too, if the BoS in Fallout 4 weren't the equivalent of power armored raiders.
@@NODnuke45 Yeah, or genocidal tyrants as they are portrayed.
Considering the general of the minutemen is a pre war veteran, I think they’d play nice with the Enclave, maybe that’s because they are my two favorite factions though.
I always viewed the Commonwealth as land of the minutemen, no matter what ending I did, the flag and atmosphere fits well for it
My Favorite Faction of Fallout 4
But underdeveloped from the Devs
BOS Scribe Liam here, I would like to clarify that the BOS and the Minutemen are good and close allies, the general of the Minutemen are good friends with Elder Maxson. The general visits the Prydwen from time to time to have drinks with the Elder.
When you start the game, radroaches can kill you.
When you start the game, Preston is the last Minuteman, on the verge of being killed.
When you end the game, you can tear through scores of the toughest enemies in the Wasteland.
When you end the game, The Minutemen have brought hope and safety to dozens of settlements, and defeated the BOS and the bogey man of the region, the Institute.
Even to the end, Preston makes sure you evacuate the civilians in the Institute before blowing it.
Aww that was sweet! Well done.
Some people hear "another settlement needs our help" while I hear "free men need our help"
I like them because your able to keep the rail road and Bos alive.
The brotherhood couldn’t stand against me and a bunch of farmers with artillery
I still don't believe the whole CPG wiped out by a single synth story. I find that mutual distrust and paranoia about a possible synth present led to them turning on each other, the synth managing to escape, is a much more appropriate and compelling narrative. Given how much effort the Institute put into trying to organize and form it.
Also, many people seem to misunderstand Quincy. The settlers and Minutemen were holding out extremely well against the Gunners, up until Clint gave them the backdoor and their defenses were breached and rendered redundant.
And settlers didn't scorn and ridicule or hate the Minutemen after their dissolution. Many settlers actually mourned their loss, and desperately want to see them return.
"General, another settlement needs our help."
Me: AHHHHHHhhhhhh!!!!!!
Oh great, I always wanted to safe some helpless farmers.
I always wonder what happened if the sole survivor can enhance the castle's transmitter with the deep range transmitter, will their broadcast reach out all the way to ncr on the west coast and will happen then
My favorite Fallout faction 😍 Thanks!
Are the Minutemen actually a militia? It seems like they have some pretty sophisticated weapon systems and a standing force at their headquarters of Fort Independence. Sure they aren't professionals but militia seems to be intentionally underselling it
Their militia with military training
The Minutemen are definitely my favorite faction in Fallout 4. I'm an ardent optimist, which may seem at odds being a fan of the Fallout series and the grimdark Warhammer 40k games. However, I like my share of grimdark, but under one condition: the setting may start out that way, but it's not doomed to be so. It's a truism that heroes and grimdark inherently clash: either the hero perishes or gets corrupted, or the hero ungrimdarks the setting. The latter is actually my favorite flavor of grimdark. I don't mean that in the sense of instantly, but I want to see them struggle against injustice, rally the oppressed and fellow heroes, and genuinely build up a better world. I say this because this is my own worldview and my general aspiration in real life. And all that is why the Minutemen are my favorite faction: they don't just succumb to greed and barbarism like all the others with power, but fight with all their strength in the name of American ideals and the people of the commonwealth. I would love to see them building up a new commonwealth government and perhaps even critically analyzing the old American ideals, rejecting its flaws, and adapting them to the wasteland.
One thing that game needed was a better implementation of the Minutemen... Also, the ability to tell the head of whatever faction you allied with to treat you with some fucking respect.
Obligatory comment: "There's another settlement that needs our help. I'll mark it on your map."
Great video General but, we just got word another settlement needs our help. I'll mark it on your map. Good luck out there!
Nice video, these guys are by far my favourite fallout faction. I saw the Minutemen on your suggestions page. Is that why you made this or is it just coincidence?
I wish you were able to form the CPG after you become the general of the minutemen and retake the castle
Another settlement needs your help!
I'll mark it on your map!
Y’know after discovering the use of mods these guys became my go to faction. With the settlement system I was able to place guards all over the commonwealth as well as upgrading them to be a fully armed fighting force.
I really feel that with the sole survivors intervention, a minutemen ending really feels like the birth of a nation capable of rivaling the NCR in some years time
only played the old fallouts up to new vegas, but always good to see that franchise!
A New Templin Institute video came out. Let me mark it on your map.
The Minutemen, though its creation is unknown, I have a theory about, it had been created, centuries before the fallout games, and centuries before the Great War, and moments before the American Revolutionary War for Independence, by General and first US President George Washington, as a Militia men to go to action, within a minutes notice, thus, the name "Minutemen" was given to the Militia men, which would be changed to the US Army in 1775
"There's another settlement that needs our help, I'll mark it on your map."
My wish for the fallout 4 ending.
Minutemen.
Along with 2 cut content.
Danse becomes elder.
You become sentinel.
And minutemen Takeover institute instead of blowing it up. Ceasing all synth development. And focus in de radiating the wasteland and improving farming and military technology.
With a brotherhood and minutemen presence in 3 R&D facilities. Main institute.
And 2 new research facilities.
Mechanist lair. And vault 88. Making the commonwealth the single most advanced place sense the great War.
NOT even the enclave could come close in the technological possibilities.
without freedom, there is nothing.
The templin institute needs your help, I’ll mark your map.
God bless the minutemen
Ending made me tear up
If you listen to the settlement recruitment frequency (like you would listen to any radio), you will hear the exact same songs used by the Enclave radio in fallout 3. (Washington Post, Stars n Stripes forever, USMC Hymn, etc.) Kinda funny that the Minutemen and the Enclave have the exact same taste in music while their ideologies are the polar opposite
Unrelated but i just realized,the musket used in the thumbnail is a cavalry musket,one thats used by cavalry
The least deluded, most reasonable faction. Unity of the people over tyranny.
Don't let any of this distract you from there being another settlement that needs our help, I'll mark it on your map.