This DLC always felt like a must for the game. It adds a considerable amount of the depth to the gameplay in many respects. Struggling to defend or attack a planet? Call in reinforcements from a close-by minor faction. Need to expand early game in one direction but don't want to leave your other flank open. Look for a minor faction on a choke point and claim it for a free ready-made defensive position that the minor faction will actively defend allowing you to focus your efforts elsewhere. Plus, every minor faction is different with different abilities. Some offer options for defensive bonuses. Some offer options for offensive bonuses. Some offer options for support bonuses. All of this amounts to a relatively small DLC that surprisingly adds a lot to the gameplay in a fun and meaningful way. On top of that, if you get into the modding scene for SinsRebellion, some mods, like Star Trek Armada 3, have found ways to put the Minor Factions DLC to incredible use with some of the most unique and fun mechanics including buying unique ships that can't be acquired any other way. So even if you don't care much for Minor Factions for vanilla sins, it's worth it to get it for the mods at the very least. In my opinion, all of the DLC that was released for Rebellion over the years were good to great. But Minor Factions was the best and had one of the biggest impacts on the gameplay and it was a real shame that it took this long for it to finally release on GOG and created a very real divide within the very active Sins community for many years. Please Ironclad, with Sins2 on the horizon, please commit to a stance of content parity going forward. Whether we play on GOG, Epic or Steam in the future, we all should be able to enjoy the same "full" experience, regardless of platform. I am massively appreciative that this DLC finally released on GOG, but it took way too long for that to finally happen. And yes, I absolutely will buy Sins 2 when it releases on GOG.
I have really tried to like this game, but it is broken. I don't understand how the Devs could've believed this game was ready for release. Especially when several of the core functions of the game don't work properly. Here are some examples. Imagine a row of shelves 3 tall and 3 wide. The middle column of shelves is full and the outer two are completely empty. A worker goes to put an item on a shelf in the middle column, but it's full. What do you think they should do? You would think the AI was smart enough to think "Hey this shelf is full, I'll put it on the one next to it". Nope! They just stand there..forever. At least until someone else takes something off that shelf, but what if nobody does. Well you now have a workstation that's producing nothing. So I tried telling that workstation to override the output to put everything directly on the outgoing pallet. Does the AI take the new direction and act on it? Nope! It continues to sit there and stare at the full shelf. The only way to fix this is fire the employee and hire a new one. Which you might think is fine, except the game has an employee experience system that makes them more efficient as they level up. So there's another mechanic that's basically broken because firing stuck employees such a regular occurrence that you're lucky if any employee hangs round long enough to not get stuck by one means or another. And believe me, this is far from the only cause for an AI to get stuck. Then if you manage to suffer that for long enough, you get to unlock conveyors and machines... All I can say is this is probably one of, if not the most broken conveyor systems I've ever seen. Machines are too big for buildings that are too small and the buildings that "are" big enough, have crap like pillars that constantly get in the way. Then, even if you do fill the logistics, machines still go without resources because logistics employees are too stupid to spread the resources to keep everything fed.