Reworking the MINUTEMEN in FALLOUT
66K views · Apr 1, 2026 · Gaming
Comments · 356
@jaypea30 · 5 months ago (edited)
I literally was ranting to a friend about the minutemen yesterday, said they need a redesign, then brought this guy up
573
@2Potates · 5 months ago
I like how your version of the Minutemen parallels the development of the NCR in some ways but is able to stay different.
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@Dewd_64 · 5 months ago
Honestly the minutemen in the base game had so potential. With them taking inspiration from the American revolution. It would be interesting to see if this new minutemen would reform the commonwealth or possibly creating a New England republic
332
@multiversepatriot3148 · 5 months ago (edited)
I like combining We Are the Minutemen with Sim Settlements to give me a militia that grows stronger as I do and defends the settlements i can expand. Really feels like fullscale nationbuilding on top of the bones of the CPG with the scraps the Minutemen left behind.
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@Sparten7F4 · 5 months ago
To be fair-<br><br>The Minutemen in the game are, like, two or three people when you meet them. How YOU rebuild and shape them is up to role play. <br><br>Mine, for instance, has a handful of fortified holdouts and operates more like a government, with tax stations at places they protect to keep them well-supplied, and warehouse and trade hubs. My Minutemen utilize salvage teams - the caravans - coming and going from Starlight, which is a redistribution hub, and operating out of three main bases. Sanctuary, in the north. The Castle, for the coast. And Jamaica Plains, for its southernmost command post, which is the smallest due to being the newest and also functioning more as a relay site, handling scouting and patrols throughout the city in conjunction with Hangman's Alley. To make up for manpower, they utilize the expertise of the former Mechanist to maintain a garrison of simple automatons - Protectrons almost exclusively - across its settlements, with proper units assigned to the main bases and a few outposts, patrolling. <br><br>They also operate a refugee center and the old Coop, far in the North, to trade and help the people of Nuka World with a sister site at the settlement in Nuka World's region - which has spread them thin across the area. Skirmishes along the south with Brotherhood scouts after they were more or less driven away - but NOT destroyed, so the Prydwen is around - by the Minutemen's influence. Skirmishes in the North East, near the old lighthouse, with Children of the Atom and what's left of the Gunners also keep pressure there, forcing them to leave Diamond City more or less independant. They trade, and Diamon City often asks for help with hardened outposts of Super Mutants and the like, but that's more or less all.<br><br>Mostly commenting for engagement lol, forgive my ramble. I like your idea, mostly aside from the religious aspect which doesn't seem uber relevent to me or needed, and simply wished to offer my own
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@FernandoAlvarez-nj7ks · 5 months ago
I'm super interested in finding out more about your version of the Fallout east coast. Hope we get to see more of it
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@PMJC26 · 5 months ago
At a minute's notice.
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@destroyerofcringe3475 · 5 months ago (edited)
I like the story you gave them. A faction of well meaning people having to use the same brutal tactics as the foes they face? Now that’s a Fallout faction. Also the first minuteman having a crossed out goggle lens is a nice touch.
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@inzyniertv9305 · 5 months ago
This is better then I expected and my expectations were already set high
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@soldierbr8726 · 5 months ago
another dark corner fallout banger
34
@loshero0824 · 5 months ago (edited)
Great rework, Bethesda can make some interesting faction concepts, when they arent reusing the same old, and this proves it<br><br>(Sidenote; if you do a fallout 4 rewrite, it would be great if you expand on more aspects of the world then just factions, like for example, currency, wildlife, etc.)
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@Fazepanzas · 5 months ago
this is literally mad max 2,i love it
14
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