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1. Help the spy escape in Protectors quest escape and tell Silas about it.
2. Help Hanson find the traitor and then deal with the traitor for hanson.
3. Tell info you got from Hanson to Silas.
4. Help Silas with the plan (not added yet)
Whether it will lead to a truce or not, it's something we don't know yet. Also there is going to be a large conflict related to the Machine in the very near future anyway (added somewhere later this year) where the enemy Habitat factions will try to steal the Machine from you, so it is uncertain if peace can be achieved for long.
Cheers, very interesting. Hope we can do a peace thing
I mean: you already hinted that the faction companions are so strong to be able to keep you in line / pose a viable threat.
They wouldn't be as powerful as the main factions or the monks, but they'd be strong enough to hold a substantial portion of the ship all the way to the gates of the Habitat.
EDIT: And now that I think about it, the Covenant just might align themselves without joining, if you've proven to be a truly strong ally.
Covenant is probably not very likely to join any sides, they are very secluded, mostly isolationist society and do not take kindly on non-mutants.
But yes, there is zero reason for Covenant to become buddies with other factions.
Given that the Great Mother might face her own mutiny even when the engines are everything, her power will be quickly curtailed in orbit. But I'd bet the Covenant have been planning for the colony. Maybe they have all sorts of useful tech skills. Maybe they're planning to go native. I can't say, but none of the Shipborn factions are going to be exactly as they were even two years after landing.