Board Thread:Roleplaying/@comment-5262726-20140810060322/@comment-5262726-20140817165847

(You can still do The House Always Wins I and II and still do the NCR side, and you still got Yes Man, hence being able to have a Securitron army AND the NCR watching your back.

Westside Militia - Isn't a militia a non-profit local "army?"

Freeside - The Kings and the NCR form a full-scale relief effort in Freeside if you ease the tensions in GI Blues (which you should do even if you're doing Yes Man) and Kings' Gambit.

Vault 22 - Oh, boy! Let's use the tech from a vault filled with plant people and murderous fly traps on our food!

(All jokes aside I still did give the tech to the guy)

Caravans - If you don't cut off the head of Crimson Caravans or the Van Graffs, the NCR blackmails them, enforcing stricter trade laws, which makes trading better or something (forgot the exact words). If you play your cards right, you got Cass, Crimson Caravan, and Happy Trails all bringing in the caps, which makes the desolate world go round. Plus, on an unrelated note, Cass "has her way" with an NCR soldier and gets drunk and happy with an NCR ending.

Great Khans - If you convince them to leave Red Rock Canyon, they go to Wyoming and reconnect with the Followers of the Apocalypse, forging a mighty empire. If you do this with the NCR, I doubt they'd still be enemies with them after what you did for them with convincing them to cut ties with the Legion and then ditch the Mojave. And, in my opinion, another ally is always useful, plus the land will probably get a bit more civilized (Always a good thing).)

Brunwulf agrees.

Sven solidifies his identity by restarting the Burning of King Olaf.

The Zealots raid many (like 3) Stormcloak Camps with no deaths. Lakeview Manor becomes the palace where Arhaad and co. reside.