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    Fallout | Do you think the Minutemen could survive in an all-out war with the BoS?

    Fallout | Do you think the Minutemen could survive in an all-out war with the BoS?


    Do you think the Minutemen could survive in an all-out war with the BoS?

    Posted: 18 May 2021 06:57 AM PDT

    I, as a Minutemen fanboy, could probably come up with some insane mental gymnastics to justify why they could.

    submitted by /u/Limp-Yogurtdispenser
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    Let’s have an honest chat about the Minutemen (long post)

    Posted: 19 May 2021 12:18 AM PDT

    Every few weeks somebody posts asking if the Minutemen could beat another major faction or what the Commonwealth would be like under Minutemen rule. I get it, they're a fan favorite, and in most people's eyes they're the favorite choice in terms of what people think is right for the Commonwealth in Fallout 4. I don't think there's anything wrong with that. But after seeing it brought up a lot. I want to answer those questions. It's a fun subject and I'm going to get pretty in depth with it. So sorry for all the reading. This is also my opinion. I don't think anybody is wrong for liking the Minutemen, I'm not saying a Minutemen ending is/isn't canon, and I'm not insulting anyone. Hell I have had fun playing with the Minutemen. But...

    No, they could not realistically beat another major faction, at least not in the last few games. The Minutemen are not a powerful organization. The Minutemen are not built for long term success.

    I'm going to be generous here and run on the assumption that Preston didn't meet the Sole Survivor (no other faction gets the Sole Survivor either) but made it to Sanctuary Hills without any issues. Even with the benefit of a new base of operations and possibly a few added numbers the Minutemen have by this point been ravaged by infighting and desertion, been defeated by a mercenary force, been defeated by raiders, and forsaken by most settlements. Even if they managed to grow and reestablish in Sanctuary Hills, they have been pretty much pushed to the edge of the Commonwealth and are facing being pushed out entirely if they meet a determined group that wants Sanctuary Hills.

    So right off the bat you already have your answer. No they wouldn't beat another major faction. But...that's no fun and let's be real, most people who ask if the Minutemen could beat XYZ faction assume the Minutemen are at full strength. So let's assume that upon reaching Sanctuary Hills, Preston Garvey has a revelation and realizes that he needs to become the hero that the Minutemen needs. He uses a combination of his personal fighting abilities, military skills that he picked up as a leader of the Minutemen, and the same guilt tripping and conman skills that he used to recruit a disoriented and desperate Sole Survivor into becoming the General of the Minutemen to instead reunite the settlements, clear out Corvega and other areas, and retake the Castle. The Minutemen are a big boy that can take on people/groups like the NCR, Caesar, House, The Brotherhood, the Enclave, and the Institute, now right? Wrong.

    The Minutemen still are poorly armed, poorly trained, and poorly positioned. They primarily have no armor and use laser muskets, which are slow to reload and have questionable accuracy at range. Their army is a volunteer force of farmers and traders which is meant to be a militia. Now a militia isn't useless by any means, a well organized one is great for small engagements, ambushes, or defending against uncommitted attacks. In this case the Minutemen are the perfect response to raiders and super mutants...but the major factions that I mentioned have professional armies. The average Minuteman is not a professional soldier.

    Lastly, the Minutemen are poorly positioned around the Commonwealth and don't have the means to hold onto most of what they have even at full strength. The settlements are mostly far apart, which would hinder mass mobilization and supply lines. The average settlement that is loyal to the Minutemen is either a small family farm and/or in very open space that can't be well fortified. Most of these settlements struggle against raiders, they're not going to handle power armor, teleporting synths, air strikes, and securitrons very well. Most of these settlements would be lucky to have a couple of auto-turrets and some basic cover. The two exceptions to these settlements would be the Castle which is a fortified castle that can't be attacked from the east and has a garrison, artillery, and anti-air batteries. The other exception is Sanctuary Hills which has empty wasteland to the west and an irradiated river surrounding it. It'd also probably be the largest Minutemen settlement and have some artillery and anti-air batteries, as well as a garrison. Sanctuary Hills also would benefit from the Red Rocket settlement which can guard the eastern side of the bridge and act as a small outpost for the Minutemen. Both of these exceptions are on opposite ends of the Commonwealth and neither really need to be conquered to control the Commonwealth since neither are really all that close to Goodneighbor, Diamond City, or most of the other settlements in the grand scheme of things.

    If you made it this far, then thank you for taking the time to read. I appreciate it. I want to close out things by explaining how a fight would go between the Minutemen at full strength and the other three main factions in the Commonwealth.

    The Railroad- In terms of raw strength this is probably only group that the Minutemen are stronger than, they have the numbers and large scale resources to win. The issue is that the Railroad prefer to infiltrate and sabotage and are better equipped in a fire fight. They negate the Minutemen's artillery by having their headquarter be located underground and their other base of operations be located in a civilian trading post. The Railroad could win by simply ambushing Minutemen settlements and patrols. The Minutemen could win by attacking the main Railroad force in the trading post, but they'd forever ruin their reputation as the defenders of the Commonwealth and wouldn't fully defeat the Railroad without finding their headquarters. Overall it gets murky as both sides can do damage here if they want. But I'll give it to the Minutemen, eventually they could find out where the rest of the Railroad is and destroy them. The Railroad doesn't have the means to take the Castle without another major faction's help.

    The Brotherhood of Steel: I think that old habits would kick in right away upon seeing a large professional army with superior equipment, vertibirds, and power armor. The smaller settlements would surrender on sight seeing as how the Brotherhood aren't bothered by the militia without being attacked first, offer protection, and most of the smaller settlements ghoul/mutant free. Paying tribute in exchange for protection is infinitely better than getting your settlement burned and family killed...by either the Brotherhood or the groups the Minutemen are supposed to protect these settlements from. With that in mind, after a few skirmishes, the Minutemen would be reduced to the die hards and would likely only be able to try to defend the Castle. The Brotherhood would probably just set up a perimeter around the outskirts of the Castle and ignore it. Most armies avoid assaulting fortified positions if it's not necessary and with the Minutemen now being cut off and having lost all their settlements to surrender or conquest, they'd run out of shells for their batteries and would run low on supplies. Meaning they'd eventually have to come out of the Castle to engage a superior force. You know how that's going so let's move on.

    The Institute: There's no way around it, the Minutemen in the game only exist because the Institute allows it. The Institute would absolutely destroy the Minutemen in a fight. I'm just going to list the following factors.

    • The Institute headquarters is hidden underground and can't be bombed with Minutemen artillery.

    • Institute bases are mostly underground or in areas where a direct fire fight is necessary to take over. The Institute weapons are superior to what the Minutemen have in a fire fight.

    • the metal bodies that the synths have will take a laser shot or bullet much better than the Minutemen human body will take a shot from an institute rifle. IE: Synths can take more damage and stay in the fight longer.

    • The Institute can produce more synths, produce them faster, and produce them better trained and equipped than the Minutemen can recruit and train their soldiers.

    • The Institute can kidnap individuals and replace them with synths. The Minutemen are aware that the Institute can do this. This factor alone would cause chaos in the Minutemen.

    • The Institute Synths can teleport anywhere in the Commonwealth. This means they could effectively teleport into the Castle and Sanctuary Hills in the dead of night, and kill all the defenders quickly. If they take both of these settlements, it's more or less over and the Minutemen will be back to where you found them at the start of the game.

    That's my honest opinion on the Minutemen. They're a fun faction. But they're not a major player in the Fallout universe on their own merit. They seem like the least realistic faction to win to me. But if you disagree I respect that and that's great. I hope you enjoyed reading anyways. I may do more individualized and shorter posts about how certain factions match up with each other.

    submitted by /u/Spartanwildcats2018
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    Lack of guns, makes the game very empty in therms of immersion.

    Posted: 19 May 2021 03:21 AM PDT

    Hey, I've been playing Fallout 4 for a certain time. And started to play New Vegas. And I've spotted that theirs a lack of gun varieties in the 4th game. In Fallout New Vegas, you have access of a buttload of different guns, heavy weapon and ammo. Which feels like a true arsenal. In the customizable, while not perfect, makes out for it. As for Fallout 4, there's not a ton of guns, even if you add the DLC's and some mods, it's not even comparable as the previous game. It seems like you have in the 20ishe in the number of guns in the 4th game. While much more customizable, it's still feels empty, in comparaison of New Vegas where there's like more then 80 or more guns, and with the DLC. I know is just a game, and you may or may not agree with me. But I stand by the fact that is just makes the game feel incomplete.

    Doesn't that feel frustrating, having a lot less guns in a game ?

    submitted by /u/Thetomcat_dude
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    The story of my permadeath soul survivor.

    Posted: 18 May 2021 11:32 AM PDT

    I recently decided to play through Fallout 4 with one simple rule; if I die, that's it. Game over. Game opened as normal, decided to just grab the armor, and leave the museum of freedom as is. Worked with the brother hood, progressed the main story a bit, then I decided to make the challenge a bit more interesting, I packed up my stuff, and went to side with the minute men for the first time. After that I got Curie as my companion, did more of the main quest. And now for the ending, my ending. Curie and I were heading for a marked spot Preston wanted cleared out. The trip out was a nice one, radio was playing my favorite song "I don't want to set the world on fire." Curie was being her usual curious self, and then we reached the spot. Shot one raider, looked around for another, saw one in power armor, before I knew it I heard a whistle, the whistle I hoped I'd never have to hear, and with that a mini nuke landed a few feet from me, and It was all over. I made friends, I made enemies, I had helped many, killed many more, but in the end it was just a matter of who had the faster trigger finger.

    For anyone who wants to, I recommend giving this style of playing a shot; in my opinion it's an interesting way of basically making up your own story. Sure the objective is to end the game like normal, but if you're time comes sooner than you'd like, consider everything up to that the story of your soul survivor... Or just do it for shots and goggles, I dunno.

    submitted by /u/TwistDev
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    Questions about The Enclave

    Posted: 18 May 2021 10:26 PM PDT

    So, as someone who isn't super well versed on the nuances of fallout lore, but still really loves the fallout games, I have a question. Is the Enclave bad? And I don't necessarily mean racist or supremacist or anything like that. My only experience with them was in fallout 3. I've heard arguments that they both are and aren't, so I'd like the opinion of people that know the lore better. Thank you for your time and answers, if you give any!

    submitted by /u/RustandSilver
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    Is the Railroad doing the right thing?

    Posted: 18 May 2021 10:08 PM PDT

    In the base game of Fallout 4 the Railroad are pretty unambiguously the good guys and arguably the most "moral" faction to side with, they help escaped synths hide from the institute and their final quest involves liberating all the synths before nuking the institute. But Far Harbor and DIma introduced an interesting concept that the Railroad aren't as good as they appear and that wiping a synths memory is extremely unethical and they shouldn't be made to do this for being who they are. But I have a few issues with DImas logic on this in that sure up in Acadia their synths can live safe and free from both prejudiced humans and the all seeing institute but in the Commonwealth it's not that simple, it is messed up to be Given false memories to forget your a synth so you can live a new life but it seems like the best solution they have to effectively hide synths and as we see most of the time the Railroad can't affectively hide synths long term since their eventually tracked down by the institute where they would be mind wiped anyways just to go back to slavery, and there Dosent seem to be any indication the Railroad is forcing synths to have their memories erased, if their escaping they know the risks and may just want freedom no matter the cost. But I'm curious as to what you guys think on this? Is the Railroad doing the right thing?

    submitted by /u/S0mecallme
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    I don't think that I really like a single one of Fallout 4's Vanilla weapons

    Posted: 18 May 2021 08:42 PM PDT

    Title, basically. I don't really find that any of 4's default guns do it for me. I always find myself drifting towards modded guns, both design wise and mechanics wise. I've never once went "HELL YEAH" over a single one of 4's guns, while I remember finding a hunting shotgun in New Vegas and praising the lord, and in Fallout 1 the turboplasma rifle was the best gun that I'd ever gotten in a Fallout game, and I love it dearly. Nothing in 4 struck that emotional high of getting a new toy. Modded guns save 4, but the fact that I like 3's guns more despite the shooting being far worse is a bad sign.

    submitted by /u/GenuineCulter
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    Best song from Fallout radio stations?

    Posted: 18 May 2021 02:07 PM PDT

    You can pick one or two song from FO3, FONV, FO4, FO76. My pick would be The End of the World by Skeeter Davis (FO4).

    submitted by /u/MysticCel
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    Fallout 1 & Fallout 2 download for Mac?

    Posted: 18 May 2021 09:56 PM PDT

    I've been a fan of the Fallout games ever since Fallout 3. Never played the original point and click ones that started the franchise but only have Mac hardware to play. Was wondering if anyone knew of a legitimate place to buy these two iconic games?

    submitted by /u/abuelorojo
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    How can I know if my companion will hate this kind of actions or no

    Posted: 18 May 2021 11:59 PM PDT

    I am new to fallout, got fallout 4 played it liked it so I made an action that said valentine didn't like it or something like that so how can I know which action does someone hate or like? Is it just luck or how?

    submitted by /u/15DarkShadow15
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    Cito (Nuka World) had to be a companion.

    Posted: 18 May 2021 04:51 PM PDT

    After clearing out the Nuka World Zoo i felt disapointed with the fact that you couldn't keep Cito as a companion; i mean, he has a quest in witch you personaly help him while he follows you arround with the whole time you're doing it. I feel that it would have been absolutly awasome to run with your very own Tarzan or hell, your very own Grognak, if you gave him the outfit and axe.

    I think there are some mods for this, but im not really sure. Still tho, it would have been fucking awesome if it was part of the vanilla DLC.

    submitted by /u/a_9_year_old_shrek
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    Fallout 2 - The Den, East and West Side combined (4928x1603, jpg)

    Posted: 18 May 2021 09:43 AM PDT

    I have stitched together both sides of the Den to as big resolution as possible to make it look good.

    Enjoy it here: https://i.redd.it/b6f7eq9zpwz61.jpg

    Original post here: https://www.reddit.com/r/classicfallout/comments/nffel8/fallout_2_the_den_east_and_west_side_combined/

    submitted by /u/Witchunter42_SK
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    What is your least favorite group or faction ever?

    Posted: 19 May 2021 04:35 AM PDT

    I will read everyone's mind and say The Railroad just to get it out of the way.

    submitted by /u/Quiet-Gold9099
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    Fallout UIF mod Prydwen is not appearing?

    Posted: 19 May 2021 04:35 AM PDT

    I'm at the stage in the Fallout UIF mod where I have to board the Prydwen, but it's not there. Please confirm, am I right that one first needs to complete the normal mission in Fallout 4 where the Brotherhood of Steele Prydwen appears, before one can play this part of the mod?

    submitted by /u/AJM64
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    Overboss Colter doesn't get stunned by Thirst Zapper halfway through the fight.

    Posted: 18 May 2021 10:36 PM PDT

    I'm literally muzzle up against him shooting the loads all over him and it's not stunning him. WTF?

    submitted by /u/dudewiththebling
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    why do fo4 deathclaws look so...different to the other games deathclaws?

    Posted: 18 May 2021 07:45 PM PDT

    so ive only ever played fo4 (unless you count the half hour of fo3 when i was 5) and after watching some fo3 and fonv and realised how drastically different fo4 deathclaws are like they just look like...big bipedal lizards while earlier game deathclaws look like badass demons. so my question is is there a lore reason to the current deathclaws so different from the earlier deathclaws?

    submitted by /u/deathkitty9372
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    Your favourite Fallout villain?

    Posted: 18 May 2021 11:22 AM PDT

    For me it's a toss up between Father Elijah and Vulpes Inculta. Elijah I find interesting because you hear about him in the main game and follow his journey through the DLC's. He's clever and ruthless and completely mad by the time we meet him in the Sierra Madre. I like Vulpes because he's just pure evil. The way he commits so many atrocities that we see the results of in-game. Nipton was just one of the many horrible things he did. He also bombed searchlight, and conspired with the Omertas to kill everyone on the strip. Also his voice actor is awesome.

    submitted by /u/PuzzleheadedRain6522
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    What one thing/things do you do almost every time you have a Fallout play through?

    Posted: 18 May 2021 12:27 PM PDT

    I read in a comment section earlier that somebody would always name their female Vault Dweller, in Fallout 3, 'Catherine'. Naming them after their Mother, because they felt that's something James would do.

    That made me think about how every time I play Fallout 4, I name the first 10mm pistol I find in Vault 111 either 'Nate' or 'Nora' after my character's spouse.

    What are some other little things you guys always do?

    submitted by /u/sadxhour
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    My games is seriously getting corrupted every so and so when outdoors FNV

    Posted: 18 May 2021 10:07 PM PDT

    So, recently I installed a few more mods as usual, but it turns out that I hit f9 while in TCL mode and I thought that's been corrupting my game and my saves and my textures, but then I loaded an older save and it wasn't, so I looked for a while and after going outdoors, my game gets corrupted for no reason after a while of walking Here's my load order

    [X] FalloutNV.esm

    [X] DeadMoney.esm

    [X] HonestHearts.esm

    [X] OldWorldBlues.esm

    [X] LonesomeRoad.esm

    [X] GunRunnersArsenal.esm

    [X] ClassicPack.esm

    [X] MercenaryPack.esm

    [X] TribalPack.esm

    [X] CaravanPack.esm

    [X] YUP - Base Game + All DLC.esm

    [X] Interior Lighting Overhaul - Core.esm

    [X] Interior Lighting Overhaul - L38PS.esm

    [X] FCOMaster.esm

    [X] AWorldOfPain(Preview).esm

    [X] Freeside Redone.esm

    [X] TLD_Travelers.esm

    [X] AWOPDeadMoney.esm

    [X] NVWillow.esp

    [X] More Traits.esm

    [X] Project Nevada - Core.esm

    [X] Project Nevada - Equipment.esm

    [X] Caliber.esm

    [X] CaliberXgunrunners.esm

    [X] CaliberXhonesthearts.esm

    [X] WeAreLegion.esm

    [X] GreatKhanGreatOverhaul.esm

    [X] More Perks.esm

    [X] More Perks for Companions.esm

    [X] SolidProject.esm

    [X] Project Nevada - Rebalance.esp

    [X] Project Nevada - Cyberware.esp

    [X] Project Nevada - Extra Options.esm

    [X] CommonwealthSurplus.esm

    [X] CompanionInfAmmo.esm

    [X] Weapons.of.the.New.Millenia.esm

    [X] SomeguySeries.esm

    [X] YUP - NPC Fixes (Base Game + All DLC).esp

    [X] Survivor's Power Armor Version 1.esp

    [X] ILO - YUP Patch.esp

    [X] XFO - 9a - Enemies - AI revamp.esp

    [X] XFO - 9da - Enemies - NPC Healing - low.esp

    [X] XFO - 9db - Enemies - NPC Healing - med.esp

    [X] XFO - 9dc - Enemies - NPC Healing - high.esp

    [X] FNV 9mm Police Carbine.esp

    [X] Real Rad-X.esp

    [X] AlcoholRadiationTweak.esp

    [X] BloodPacksHealMore.esp

    [X] Real Radiation Suits.esp

    [X] Real Radiation Suits- Science Suit Rad Protection.esp

    [X] Project Nevada - Rebalance Complete.esp

    [ ] Project Nevada - All DLC.esp

    [X] Project Nevada - Gun Runners' Arsenal.esp

    [X] Vurt's WFO.esp

    [X] WMIMNV.esp

    [X] dD - Enhanced Blood Main NV.esp

    [X] EVE FNV - ALL DLC.esp

    [X] FCO - NPC Changes.esp

    [ ] FO4 Power Armors - TTW Standard Edition.esp

    [ ] FO4 Power Armors - FNV Standard Edition.esp

    [X] Fo4PALoreFriendlyLoot.esp

    [X] PN-PA-Boost.esp

    [X] PowerArmor - Height NV.esp

    [X] All Weapon Sounds Overhaul .esp

    [X]Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp

    [X] Project Nevada - Cyberware Additions.esp

    [X] Decer_STALKER_WP_SOUND.esp

    [X] LightSaberMod.esp

    [X] Project Nevada - Dead Money.esp

    [X] Project Nevada - Honest Hearts.esp

    [X] Project Nevada - Old World Blues (No Cyberware).esp

    [X] SarahCompanion.esp

    [X] populatedcasino.esp

    [X] BrotherhoodReforged.esp

    [X] More Perks Update.esp

    [X] More Perks for Companions Update.esp

    [X] FOVSlider.esp

    [X] desmond companion.esp

    [X] Alternative Start.esp

    [X] WeAreLegion.esp

    [X] IMPACT.esp

    [X] Project Nevada - EVE All DLC.esp

    [X] RWD-NV v1.4 [Standard Version].esp

    [X] Weapons.of.the.New.Millenia.Store.esp

    [X] pyDoF.esp

    [X] Sit Anywhere.esp

    [X] MoreShells.esp

    [X] The Weapon Mod Menu.esp

    [X] CommonwealthSurplus - Sounds.esp

    [X] CCO - Ulysses Companion.esp

    [X] FNV Realistic Wasteland Lighting - ENB DLC.esp

    [X] DarylDixonCompanion.esp

    [X] ADAM Complete.esp

    [X] NCROverhaul.esp

    [X] FCO - Roberts Patch.esp

    [X] ADAM - MERGE.esp

    [X] MojaveSandyDesert.esp

    [X] drgNV - Marcus Companion.esp

    [X] NewVegasBounties.esp

    [X] NewVegasBountiesII.esp

    [X] NewVegasBountiesIII.esp

    [X] More Traits Update.esp

    [X] CommonwealthSurplus - LevelList.esp

    [X] DMHO.esp

    [X] PowderIsTheNewBlack.esp

    [X] GS Spas-12.esp

    [X] Weapon Retexture Project.esp

    [X] CompanionInfAmmoOptional.esp

    [X] NukaCola-Ojo.esp

    [X] SunnyCompanion.esp

    [X] Decer_STALKER_WP_v1.1.esp

    [X] Decer_STALKER_WP_v1.1_CALIBER.esp

    [X] CAGE 1.9.3.2.esp

    [X] zz_Sunglasses.esp

    [X] Gunner Operator.esp

    [X] AUG-A1.esp

    [X] Project Nevada - Lonesome Road.esp

    [X] Soft PA Footsteps.esp

    [X] PA Footsteps.esp

    [X] FO4 Power Armors - FNV Compatibility Edition.esp

    [X] 1nivVSLArmors.esp

    [X] Real Recoil.esp

    [X] B42Inertia.esp

    [X] B42Inspect.esp

    [X] CompanionInfAmmoCheat.esp

    [X] Reload Sounds.esp

    [X]Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp

    [X] Weapons.of.the.New.Millenia.Leveled.Lists.esp

    [X] Boacombat2glove.esp

    [X] The Mod Configuration Menu.esp

    [X] FCO - GlowingOne.esp

    [X] FCO - OHSB NPC Edits.esp

    [ ] FCO - Russell.esp

    [X] JustLootMenu.esp

    [X] DarNifiedUINV.esp

    [X] FlashlightNVSE.esp

    [X] HZSmoothLight.esp

    [X] GP-5 Gasmask.esp

    [X] Stronger Lanius.esp

    [X] Huntshotgunedit.esp

    [X] MW2RMakarovAirport.esp

    [X] stronger merchants.esp

    [X] boa ncrpahelmet.esp

    [X] bzArmour.esp

    [X] CCO - Ulysses Companion - Ulysses Keeps Mask.esp

    [X] UpgradesFromTheCommonwealth.esp

    [X] Interior Lighting Overhaul - Ultimate Edition.esp

    [X] ILO - A World of Pain.esp

    [X] NevadaSkies.esp

    submitted by /u/ZDKmatthew
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    starting F4 first time

    Posted: 19 May 2021 01:13 AM PDT

    hello there

    Im starting F4 for first time, and I don't know what difficulty to choose, survival or very hard, the thing that I dont like about survival is that I only save when I sleep, and I dont know if there are tents or something like that...

    Basically Im just afraid that I won't find enough beds and that the game may just crash randomly. Or maybe it's still worth trying?

    submitted by /u/Ryo_Tekashi
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    Why did the centaurs get cut in fo4

    Posted: 18 May 2021 07:54 PM PDT

    I played fo3 for the first time and the centaur is by far my favorite enemy. Why aren't they in fo4? Do people just not like them?

    submitted by /u/LeDaunt_1
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    The institute has the most cringe slogan

    Posted: 18 May 2021 07:42 PM PDT

    Help! I can’t build a generator to complete the “taking independence” mission

    Posted: 18 May 2021 10:14 AM PDT

    When I mean "I can't build" I mean I don't have rank 1 science. Can someone please help me as what I can do? Thanks

    submitted by /u/Vanniladestoryer
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