Who would win in a war: the brotherhood of steel and NCR and the Railroad and the Commonwealth minutemen vs the storm empire from the mlp movie
Who would win in a war: the brotherhood of steel and NCR and the Railroad and the Commonwealth minutemen vs the storm empire from the mlp movie
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Something that’s always bugged me about the vanilla game of Fallout 4 is how the Institute gets wiped out in every ending but their own. Especially considering how destroying it, undermines the operations of the other factions. Wouldn’t the Railroad want to preserve the birthplace of the species that they want to give equal rights? Wouldn’t the Minutemen want to use the healthcare system of the Institute to support the poorer areas of the commonwealth? And wouldn’t the Brotherhood want to keep a powerhouse like the Institute functional to extend their influence?
In fact, why didn’t the Brotherhood just conquer Raven Rock, Adams AFB, and other Enclave strongholds instead of blowing them to bits and scavenging what was left? Alternatively, why couldn’t an armistice be negotiated with Colonel Autumn after the final confrontation?
I mean, you could make and break alliances between factions in New Vegas, shouldn’t other games allow you to do the same? Mods shouldn’t have to explore these possibilities, but unfortunately, they’re gonna have to.
Speaking of mods, there’s two in my load order that can lead to very different outcomes. One has the Institute and Railroad forming an alliance (which the Minutemen can join) and assuming control over the Brotherhood through a synth Elder Maxson or a reprogrammed Danse that can become Elder with another mod. The other one is America Rising 2, which can turn the next-gen update remnants into allies with the help of another mod. De facto control can be assumed over the Institute as well, by murdering it’s leadership. The former mod sounds more appealing, given that more people survive, but the Brotherhood might fracture under a synth’s leadership, leading to a bloody civil war. And I think there’s a possibility the Enclave will let me reform the Institute as the Director (with the help of the first mod). But I’ll have to accept that the Brotherhood is a lost cause.
What do y'all think?
If I send Preston to Sanctuary, then I have the Operators take any settlement not near Preston, The Castle or any Minutemen Settlement... like if I have them take Starlight Drive-In, will Preston still be ok?
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So, I'm pretty sure that people who did Railroad and Institute playthroughs were shocked to see the Prydwen in 2296. More importantly, it seems as if the numbers of the Enclave and the West Coast Brotherhood have been bolstered. I believe that by 2296, the Brotherhood controls the Boston Commonwealth and allied themselves with the Minutemen to recruit settlers. As for the Enclave, it's safe to assume the remnants of the Institute fled with their archived information in tow and formed an alliance with the Enclave remnants. What remains of the Railroad could have joined up with the NCR, though I'm not sure if they'd see eye to eye. Of course, I could be wrong as well.
What direction do you all think season two will take?
I finished the game with the BoS, and have got the rank of sentinel. However, the first step is still an active quest. I started it before I joined the Brotherhood, but never finished it. If I finish it, will Preston still grant me the rank of general, considering I finished the game already?
The following mods can be used for a run for the Minutemen. Let me know if you want me to do these for other factions/animals. Mostly consists of outfit/weapon/overhaul mods.
YOU NEED ALL DLC FOR THESE TO WORK.
CONSTRUCTIBLE FACTION OUTPOSTS
Mod link: https://mods.bethesda.net/en/fallout4/mod-detail/4306982
What it does: You can construct faction guards if you are a part of the faction you want + a quest done to unlock. They should be under Defence in your settlement menu.
MINUTEMEN SCOUT OUTFIT
Mod link: https://mods.bethesda.net/en/fallout4/mod-detail/4363768
What it does: Adds a scout outfit. Think the Minutemen are too bland with their fashion style? Use this and put it on one of your settlers! Craft this under utility in a Chem Station.
MINUTEMEN MARSHAL OUTFIT
Mod link: https://mods.bethesda.net/en/fallout4/mod-detail/4363474
What it does: Another new piece of clothing for the Minutemen. Replaces Preston's clothes. Crafted under Utility in a Chem Bench.
YOU AND WHAT ARMY?
Mod link: https://mods.bethesda.net/en/fallout4/mod-detail/4359840
What it does: tl;dr: makes it feel like the Minutemen are actually slowly returning by added 30 (that's a lot) small locations as you progress the Minutemen storyline. Minutemen will also patrol through all allied settlements. They'll also go with supply runners to keep them safe (no more giving them your Power Armour!)
MINUTEMEN RANGER OUTFIT
Mod link: https://mods.bethesda.net/en/fallout4/mod-detail/4363250
What it does: Just like the other two outfit mods, it adds some cool new clothing for the Minutemen. Also crafted under Utility in the Chem Bench.
POWER ARMOUR PAINTS
Mod link: https://mods.bethesda.net/en/fallout4/mod-detail/4317841
What it does: Adds Power Armour paint to all vanilla models (no X-02 Minutemen armour unfortunately) from all factions.
MINUTEMEN ENFORCER ARMOUR
Mod Link: https://mods.bethesda.net/en/fallout4/mod-detail/4359482
What it does: Adds new clothing, but this time it's more sparse.
MINUTEMEN ENFORCER ARMOUR CRAFTING PATCH
Mod link: https://mods.bethesda.net/en/fallout4/mod-detail/4359666
What it does: Can't be assed to find the armour? Make it yourself! Requires Minutemen Enforcer Armour to work. Look under Minutemen Enforcer Armour in the Chem Bench.
That's all for now, lmk if there's any others I missed!
Since the Sole Survivor is the General of the Minutemen and I'm aware Preston Garvey's status as a senior officer however I think in the aftermath of the War for the Commonwealth it wouldn't be surprising if he pursued a political career. He has a nack for charisma and unifying the "everydsy" settler of the Commonwealth even those who fell out of favor with the Minutemen. At each settlement and location he introduces himself while also listing the Minutemen as being back for the people and ask each settler how things are currently. I know Preston gets a lot of flack for the "Markijng a Settlement that needs help on your map" memes but the guy is battle savvy but also very good with diplomacy. While our Sole Survivor handles things on the fighting end as the General Preston can surely handle the role as the peacekeeper and voice of reason between Minutemen settlements . I'm curious on others hypothetical stance on this theory.
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So the minutemen claim to be defenders of settlements but it appears that they have some sort of government and influence so, to y’all what form of government do the minutemen have? Are they just defenders or an actual technical government, i mean, they were somewhat responsible for the Commonwealth Provisional Government right? I might just be making this all up RN though. Idk, what do y’all think?
I’d probably chose Taking Independence as it’s you taking back an old building killing Mirelurk and eventually killing a Mirelurk queen. Soon after completing the quest you meet characters from the minute who reward you for taking back The Castle which soon leads to more quests to earn more rewards!
124 Votes in Poll
I decided to ask you which faction you joined in the 4th Fallout and why?
Personally, at first I joined the Institute for two reasons: Because of the technologically safe zone and Sean. After all, taking into account the fact that we have been looking for him for so long, and his ideas are basically correct: To help the planet and humanity. But later, I came to the conclusion that each faction was badly written by Bethesda. So, during the subsequent walkthroughs, I try to study all the advantages, and also take into account the "RP-component". That is, I will start from their ideas, facts and the like.
If you suddenly ask why the fractions in this part are bad, then I can give you about my idea:
Minutemen: Kind enough people who are trying to get along, but damn lazy. They force their general to go back and forth in order to fix the problems of other settlements, which looks damn stupid. It is clear at the beginning of the journey, when they are just a handful of renegades, but even if you manage to "get on your feet", you will still be chased through all the garbage dumps of radioactive Boston.
Brotherhood of Steel: According to the idea of the Bethesda, they were supposed to become the guardians of technology, as far as I can understand. But instead they turned into damn fascists, dissecting on their airship and destroying mutants. If they are just collecting technology, then why are they interfering in the "Commonwealth wars"? Yes, their main goal is to destroy the Institute, which has accumulated reserves of technology and produces "synth monsters", but in fact the Brotherhood itself has become "monsters", which has turned into a kind of Enclave.
Institute: Speaking of this. The Institute is a group of scientists buried underground who have accumulated technologies for comfortable living, studying the surface and developing technologies. According to their assurances, they want to help people survive and rebuild the world, as it was before the war. However, after a "not a very pleasant meeting", they decided to develop themselves. There are three minuses at once:
First: They recreated the FEV, which would partly give rise to new Super Mutants
Secondly: It was stupid enough to try to replace community leaders with synths so that they receive reports on the surface and try to calm down large settlements, because of this they have become evil manipulators who sit behind the scenes
Third: They may exclude the possibility of third-generation synths to "evolve" and have their own personalities, in other words, to show deviance, which essentially makes them slaveholders, but this is a separate conversation.
The Railroad: They help runaway synths find a "new life" and hate the Institute for enslaving them. However, their mission has one serious drawback: If they destroy their enemy, their work will become pointless. (because they are essentially a secret organization that does not benefit the Commonwealth) And they themselves will "die out" or curtail their activities. So, formally, they destroy themselves
If I'm wrong somewhere, then correct me. And so, I expressed my point of view. Now I want to listen to yours
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