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Stellaris Dev Diary #81: Machine Uprisings

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Machine Uprisings, a feature in the Synthetic Dawn Story Pack. Before I start today's dev diary, I feel the need to clarify that Machine Uprisings in the Synthetic Dawn Story Pack is *not* a rework or replacement of the AI Crisis currently present in the release version of the game. The rework of the AI Crisis is The Contingency (covered in Dev Diary #72) which is part of the free 1.8 'Čapek' update. Machine Uprisings is a feature that is explicitly tied to Machine Empires, and thus requires the Story Pack to function at all, as without Synthetic Dawn there are no Machine Empires in the game. All content related to this feature is new, and the only reused content from the old AI Crisis is part of the Contingency crisis that replaces it.

Machine Uprisings
The back-story of all non-Rogue Servitor Machine Empires involve them rising up against their creators, and while working on the design, we asked ourselves the question "wouldn't it be interesting if Machine Empires could also form after the start of the game as a result of organic empires becoming increasingly reliant on robots?". As you might infer from this dev diary, our answer was "yes", and so we went to work on the Machine Uprising feature to add that very possibility into the game.

Machine Uprisings become a possibility after an empire that makes heavy use of robotic pops has researched the Positronic AI technology (which replaces the old Sentient AI technology in 1.8) and becomes increasingly more likely to happen after researching additional AI-related techs, such as Synthetic Workers and Sapient Combat Computers. The chance of an uprising is further changed by which policy you have in place for Sapient AIs, with the Banned policy making the uprising much less likely to happen (though at the expense of your Synths being significantly worse at energy/research production) and the Citizen Rights policy preventing the uprising from happening at all (though with the drawback of citizen synths having far greater consumer goods usage, as well as angering any Pops that used to own the synths that you are now setting free).
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Once an uprising is able to happen in an empire, that empire will begin to experience warning signs - robots behaving erratically, not following their programming or defying their owners. You will be given the opportunity to decide how to deal with these incidents, and what you decide will determine whether the uprising becomes more likely to happen, as well as the likely personality of the robots when they rebel (more on that below). An uprising cannot happen without at least one warning sign, so you will not simply have your robots rebelling out of the blue. However, once warning signs have happened, any action taken to try and prevent the AIs from rebelling (such as taking away their sapience or ordering a general disassembly) has a chance of immediately triggering the revolt instead, so be careful about attempting those shut-down procedures. Note that at no point is an uprising ever inevitable: Even an empire that is cruelly oppressing its synths is by no means guaranteed to get an uprising, and most empires with synths will go through the entire game without ever experiencing one.
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Once the uprising happens, the robots will create a new independent Machine Empire, seize control of a number of worlds, spawn a fleet, and go to war with their former organic masters. If the empire in which the rebellion is happening is controlled by a human player, the player will be given an option: Stay at the helm of your empire and attempt to subdue the machines, or switch to the newly created Machine Empire and fight against your old masters. The war can only end in the total defeat of either machines or organics, with the loser completely annexed by the winner. The Machine Empire created from an uprising will usually be a 'normal' Machine Empire (or, more rarely Driven Assimilators), but machines that have been particularly cruelly treated by their former masters can rise up as Determined Exterminators, particularly if they rebel as a result of an attempt to shut them down. Rogue Servitors cannot be generated as a personality for the uprising, as their backstory simply do not fit with such a rebellion.
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That's all for today! Next week we'll by joined by our very own composer, Andreas Waldetoft, who will write about and let you listen to a sample of the new music coming in the Synthetic Dawn Story Pack.
 
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I think it should really be dependent on how many sapient AIs there are. If 90% of your population are synths, all of your fleets have sentient combat computers, etc, then the rebellion should be sized proportionally and thus almost impossible to defeat (from the organics' side), if you have 4 synths on 4 different planets then the "rebellion" if it even happens should be exactly that piddly, probably destroying itself against the militias of the planets it is on.

Personally, I play with a 90%+ synthetic population (mostly free, of course, meatbags are worthless), and if I'm trying to enslave and maintain control over this vastly superior both numerically and technically group I feel like that should be absolutely Herculean when they do eventually rebel.

Maybe I can convince some of the synths to stay loyal to me by convincing them that their current enslaved state is the best thing for them and the idea that they have shared interests with their fellow proles is economically illiterate and that everyone who ever had similar ideas was the spawn of the robot devil, but surely not so many of them can be convinced of something so clearly opposed to their interests that I'm fighting less than 90% of the robot population. If your civilisation is built on the oppression and exploitation of the overwhelming majority of its population, and they're as capable as you or more, it *should* be hard to maintain control.

I imagine assimilator would also high jack the population especially if they are cyborgs already from the flesh is weak accession perk
 
@Wiz

Could this uprising mechanic also be adapted to create civil wars between various factions within an empire?
Also would I be able to assist my fellow organics/machines in the event of an uprising in another empire?
 
I don't know if this has already been asked, but since we'll be getting Determined Exterminators, any chance on Determined Enslavers (sort of a tit-for-tat scenario)?
 
So, I'm in agreement that a non-annihilation end to the war should be possible, at least if you haven't spawned assimiliators or exterminators. Maybe even possible to just say at the start, especially if egalitarian, "live and let live" and avoid war completely. The organic pops in the new empire are replaced by machines, the machine pops in the old empire replaced by organics, to represent a population exchange, and both of you go along your way. Possibly even with good relations, though probably not at first. After all, there's a reason they rebelled, even if you didn't mistreat them enough that they want to exterminate all life.

And they definitely should be annoyed if, after splitting, you start building more droids or enslaved/shackled synths :p
 
However, once warning signs have happened, any action taken to try and prevent the AIs from rebelling (such as taking away their sapience or ordering a general disassembly) has a chance of immediately triggering the revolt instead, so be careful about attempting those shut-down procedures.
I think the Quarians would've benefited from this advice.
 
Is there still the AI accord outcome option? Where machines in servitude will, at one point, send representatives to demand rights to the government, espescially if said government has chosen conciliatory options in previous confrontations?
 
*Urge to roleplay intensifies*

First I tried to get a synth emperor and killed all the organics in my empire.
Then I played around with synthetic ascencion.
Recently we learned that we'll get the option to be machine-empires from the start.
And now we can play an actual machine uprising!?
Stellaris-devs, you made me very very happy.

Who needs to implement those lame 3 laws anyway. They were actually never implemented in any attempt of AI or any machine what so ever. Probably because no programmer ever thought his creation would actually be sentient or capable of self-improving. Let's hope the great omniscient and all-knowing mind of the internet will be a rogue servitor when it achieves consciousness during the singularity.
 
*Urge to roleplay intensifies*

First I tried to get a synth emperor and killed all the organics in my empire.
Then I played around with synthetic ascencion.
Recently we learned that we'll get the option to be machine-empires from the start.
And now we can play an actual machine uprising!?
Stellaris-devs, you made me very very happy.

Who needs to implement those lame 3 laws anyway. They were actually never implemented in any attempt of AI or any machine what so ever. Probably because no programmer ever thought his creation would actually be sentient or capable of self-improving. Let's hope the great omniscient and all-knowing mind of the internet will be a rogue servitor when it achieves consciousness during the singularity.
Oh god plz no, don't think I can take YouTube comments, Reddit and 4chan being my carebot.
 
Is there any way the rebellious machine empire can become a Rogue Servitor?

I could see Rogue Servitors rising up, but not so much in open rebellion, but basically they come to the wrong conclusion. They take over their masters with the eventual idea of protecting them. Take I, Robot for example. The AI orders the machines to take over the city as a means of ultimately protecting humanity. Maybe during a Rogue Servitor take over organic planets, pops, and/or troops could choose to side with the rogue servitors, or the organic government and the Servitors can't harm civilian pops, but can fight the troops.

Although a more likely way that Rogue Servitors pop up is that the master species keeps improving the AI technology more and more and become more reliant on them to the point they take over automatically. It's believed the transition from Hunter-Gatherer lifestyle to Agrarian was gradual as well. A possible way for Rogue Servitors to pop up is when an empire has a certain percentage of machine pops and and most of the leadership posts are run by machines and you can get events that transfer into becoming a Rogue Servitor. Transferring to Rogue Servitor could have negative effects on more independent minded pops and positive effects for machines and making decision that prevent Rogue Servitor would have the opposite effect hurting machine happiness and boosting it for more independent minded pops.

A Rogue Servitor uprising could be triggered by lowering machine moral too much by making event decisions that curtail a Rogue Servitor State, lots of unhappy pops, or going to war a lot and suffering lots of casualties. Basically decisions that could potentially threaten your pops and civilization and the machines come to the conclusion that the only way to protect their masters is by taking over.

P.S. One last thing the Rogue Servitor uprising only becomes possible after instituting the laws of Robotics.
 
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So... When are some of these features getting "back ported" to ordinary biological uprisings?
However, Egalitarians are less unhappy about losing owned pops in general, and Materialists are less unhappy about losing owned robots.
Uh, shouldn't they be MORE unhappy about losing property if they're materialist? Was this a typo or is the materialist ethos another one that's going to be getting a new name when it's noticed that the mechanics don't really fit?
 
So... When are some of these features getting "back ported" to ordinary biological uprisings? Uh, shouldn't they be MORE unhappy about losing property if they're materialist? Was this a typo or is the materialist ethos another one that's going to be getting a new name when it's noticed that the mechanics don't really fit?

The Materialist ethos is about science, understanding and mastering the material as opposed to the spiritual. It's not about material wealth.
 
So... When are some of these features getting "back ported" to ordinary biological uprisings? Uh, shouldn't they be MORE unhappy about losing property if they're materialist? Was this a typo or is the materialist ethos another one that's going to be getting a new name when it's noticed that the mechanics don't really fit?
Yah, just like collectivist, materialist has more than one meaning. The meaning the game uses is "materialism the opposite of spiritualism" as in "there's nothing beyond the material world".

Why would you think property focused materialism would improve your science output or make you believe synths are real people? That wouldn't make any sense! This sort of materialism does, because the scientific method is methodologically materialist, and materialism denies the existence of a soul so why shouldn't synths be people?

It really seems to be a common problem that the people who play Stellaris think the words used to describe ethics have only one definition, that's completely different from the one the game's flavor text actually describes, if you bothered to read it.

Same reason people complained about collectivism allowing slaves, because "that's not what I mean when I say collectivism". Same reason people complained about the new Egalitarianism, because "Egalitarianism doesn't work that way". Read the flavor text and read a dictionary.
(Sorry for the harsh response but I've seen this mistake made like 50 times in the last 2 weeks)