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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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It would be nice if it were possible for Rogue Servitors to arise midgame as well, though a rebellion wouldn't really make sense. Maybe it could take the form of an event chain where, say, you can gain large bonuses by handing over control of certain aspects of society over to the machines, but if too many are handed over then the organics eventually realize that they no longer actually control their own society, and you can choose to either have an organic rebellion or accept the shift to a machine empire.
or "primitive" pre-spaceflight species can develop robots during their machine, nuclear, or space age development and either come to space as Mechanist organic empires or as Rogue Servitor machine empires(or any other type of machine empire, including the annihilators, which gives us all the more reason to watch and possibly influence primitives)
 
A) Souls exist in stellaris, robots provably don't have them. When the robot asks "Does this unit have a soul" you can literally respond with "No." unless you are materialists(then your empire doesn't believe in souls.).
B) Egalitarians can now give AI's full rights unless spiritualists(spiritualists must ban hard AI entirely, as soulless intelligence is cruel.), materialists are banned from not researching full AI.
I thought they were changing the AI policy so that it was only about whether sapient AIs had rights? If you believe organic sophonts have souls than Synths are just really complex golems.

What, you think just because psi exists that means souls exist? Eclipse Phase has bio-only psychics and a completely materialistic worldview. They think it's a combination of organic quantum computing and bio-electricity, which wouldn't interface well with the optical systems used in synths. But you can upload a psychic's brain and copy it into a dozen different bio-sleeves with radically different genomes and they'll all be psychic, so not tied to a "soul".
 
I certainly hope not. Egalitarian = all sentient lifeforms are equal. That doesn't mean they think synths are sentient lifeforms.
Well, the tech is called Sentient AI. Or at least it was, but Positronic is the sci-fi technobabble word for Sentient. It would be odd for egalitarian empires not to realise synths are sentient after spending years creating an artifical intelligence with the goal of making it sentient.
 
I see I caused a disclaimer but I still won't be buying this DLC if it includes the AI uprising. Call it what you want but that is what this is.
Well then clearly you aren't reading the Dev diaries.
The ai crisis that causes a robotic empire to spawn is a mid game event that comes in the synthetics dlc.

The current AI crisis( which barely works) is being replaced with the contingency which is part of the free update.
 
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A) Souls exist in stellaris, robots provably don't have them. When the robot asks "Does this unit have a soul" you can literally respond with "No." unless you are materialists(then your empire doesn't believe in souls.).
B) Egalitarians can now give AI's full rights unless spiritualists(spiritualists must ban hard AI entirely, as soulless intelligence is cruel.), materialists are banned from not researching full AI.

How can Egalitarians give the AI full citizenship WITHOUT turning into synths, being materialists or using mods? It wasn't possible last time I checked.
 
even though theres nothing to disagree with ? :p

Well it's somewhat a matter of interpretation. I mean, I agree with you. From our perspective, the AI crisis was reworked and a new mechanic was created for a DLC that superficially resembles a former game feature that seldom ever worked. Great!

But from his perspective the robot rebellion mechanics is moved to a DLC and he finds tht intolerable. Which is fine, each to their own. The point of the DLC system is that people get to pick and choose what they are willing to spend money on.

I for one though is sick of beating this dead horse, both the synth rebellion specifically and the broader bickering over DLC policies in general. Threatening not to buy a DLC doesn't add to a DD's discussion in any meaningful way.
 
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How can Egalitarians give the AI full citizenship WITHOUT turning into synths, being materialists or using mods? It wasn't possible last time I checked.

Right now you need materialist to give Ai citizenship rights but this will change back to no requirement in 1.8. You als can turn all your pops into synch via the accession perk which automatically enables ai citizenship
 
Well then clearly you aren't reading the Dev diaries.
The ai crisis that causes a robotic empire to spawn is a mid game event that comes in the synthetics dlc.

The current AI crisis( which barely works) is being replaced with the contingency which is part of the free update.
At this point, any answer to him about this is useless. @Wiz already explained this with many explanation about game design but @Hype rejected all. So no meaning discussion about is possible.
 
Well, I doubt I'll ever encounter this, because I'll probably not advanced enough through the extremely boring middle phase of the game :-(
 
At this point, any answer to him about this is useless. @Wiz already explained this with many explanation about game design but @Hype rejected all. So no meaning discussion about is possible.


agreed it is still the same crisis and has been explained to Hype several times from what I've read but at the end of it all its just like talking to a wall and no matter what anyone says he will just reject it
 
The rebellion mechanic described here seems to have the key features that all rebellions in Stellaris, or for that matter PDS games, should have:
- a degree of player agency in trying to prevent it; combined with
- a degree of unpredictability; the whole being charactarized by:
- appropriate challenge so that dealing with it is a real threat rather than simple resource maangement (burning mana or moving one army/fleet to the right spot)

I am simply a bit concerned that the narrative bit may not provide the player with adequate hindsight on all the probability factors happening behind the scene. Ideally, the narrative structure should make the rebellion feel more or less (un)expected based on whether you meet the MTTH modifiers.

Anyway, this reserve put aside, I think that if it works as intended, this should constitute the template for other rebellion types (sector rebellion?)
 
The rebellion mechanic described here seems to have the key features that all rebellions in Stellaris, or for that matter PDS games, should have:
I wouldn't be so optimistic myself. Last event mentions "almost half" part like in hard-coded way, so I suspect it's not as flexible in terms of affected planets/pops as some people might think.
 
I wouldn't be so optimistic myself. Last event mentions "almost half" part like in hard-coded way, so I suspect it's not as flexible in terms of affected planets/pops as some people might think.
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.