The Big Idea: Charles Stross
Hey! It’s Charles Stross! One of my favorite writers! And he has a new book! Empire Games! And it’s cool! And he’s here to talk to you about it! Yeah, and that’s my intro today. Take it away, Charlie.
Take one science fiction series setting with parallel universes where history has proceeded along divergent tracks. Add people with an inheritable ability to move between time lines — precise mechanism unclear, but research hints that it’s the product of a long-forgotten and disturbingly high technology paratime civilization — and allow information leakage. What are the political, military, and economic effects of inter-time line cultural contamination?
If you think that’s a big idea — too big to tackle in a single novel — you’d be right: it’s the premise of my Merchant Princes series, originally published from 2003 to 2009, and set in multiple parallel versions of 2001-2003. And in Empire Games I’m returning for a look at how those worlds have changed by 2020 – and a creepy surveillance state espionage thriller, because First Contact between time lines ended really badly in the first series, for Doctor Strangelove values of “bad”.
(But there were enough survivors for a sequel: and so …)
One of the themes I dug deep into in the first series was the question of why some cultures fail to develop a modern economy. The usual narrative about colonialism is only part of the explanation: while it’s indisputable that nations that fall under the boot-heel of an imperial power are exploited as sources of raw materials and captive markets, some other nations with access to huge amounts of wealth — the Middle East OPEC members spring to mind — are, if anything, too rich to develop: the rulers can buy anything they want from elsewhere, including enough guys with guns to keep the lower classes in their place.
In the first series, the Clan — a group of six extended families of world-walkers originating in a technologically backwards time line (of approximately mediaeval levels of development) — became wealthy in the United States because they could shift high value freight (like cocaine) across borders without fear of interception. In their own time line they became politically powerful, as the only people with a communications network that could get messages anywhere along the settled eastern coastline of North America in hours rather than weeks. But their very wealth proved problematic, because they could import any luxuries they wanted from the United States … at least, until the DEA caught on to them. They were caught in what economists call a development trap, a culture unable to progress because development would actually reduce the Clan members’ status relative to the other nobility in their own culture. (And they ultimately weren’t able to adapt and survive in the USA because they were descendants of an hereditary aristocracy — a social structure that isn’t terribly compatible with rapidly accelerating change.)
But Empire Games is set seventeen years after Clan conservatives inadvisably assassinated President Bush in the White House using a nuke stolen from the US inactive inventory: seventeen years after the news about parallel universes got out (leading to a brief Indo-Pakistani nuclear war and various geopolitical excitement that puts our just-past 2016 in the shade), and seventeen years after the USAF was ordered to send paratime-capable B-52s to nuke the Gruinmarkt — home of the Clan — until it glowed in the dark.
I mentioned survivors and development traps, didn’t I?
In the universe of Empire Games, the survivors of the Clan, led by Miriam Beckstein, went into exile in yet another time line — one in which the 18th century Enlightenment and the age of revolutions and democracy had stalled, leading to a world dominated by two superpowers: the New British Empire (capital: New London, on Manhattan Island) and the French Empire (capital: St Petersburg, in the French Russian Territories). The New British Empire has just lost a non-nuclear world war and experienced the sort of revolution that gives rise to the curse, “may you live in interesting times”, and Miriam, who is an inveterate meddler, is in deep with the leadership of the Radical Party in the newly-coalescing New American Commonwealth. Miriam has seen the development trap that the Gruinmarkt drove into up close and personal; she also knows that the US government have world-walking tech (extracted from the pureed brains of captured Clan members) and is going to stumble across them eventually.
With the rallying call, “The United States is Coming”, she convinces the revolutionary government to put her in charge of a Ministry of Intertemporal Technological Intelligence, with a remit to conduct industrial espionage on a scale not seen since the hey-day of the Soviet Union. Because, although the Commonwealth is relatively backward (not Victorian-age backward, as Miriam thought when she first discovered them, for the future is already here, just unevenly distributed: more 1940s-backward), its leaders understand the benefits of modernization and know they need it, to survive the inevitable oncoming clash of civilizations with the Ancien Regime over the water.
So in this new trilogy I get to ask, “given perfect foreknowledge of the next sixty years of technological development, a government on an emergency footing, and a budget, just how fast can you play catch-up?”
(Here’s a big clue: when the first US paratime reconnaisance drones arrive in Commonwealth skies, they get a series of very nasty surprises.)
If this trilogy was about nothing but economics you could be forgiven for yawning and saying “next”. But the dismal science is only part of the process. The post-paratime USA is a deeply traumatized place — imagine the psychological shock of 9/11 squared, then turn the dial up to 12 and break it off the control panel — and has gone deep into spooky surveillance state territory. The Department of Homeland Security is tasked with protecting the USA from all possible attacks from elsewhere in the multiverse, a new high water mark for agency mission creep. There are CCTV surveillance cameras on every city block, a national DNA database with random checkpoints testing swabs from anyone who can’t show biometric ID, cash is on the way out, and the act of taking your battery out of your smartphone is a suspicious act that justifies activating the bug built into the battery. On the other hand, monster trucks are in: with access to all the oil under all the uninhabited parallel universe versions of Pennsylvania and California, never mind Texas, and parallels just waiting to receive all the toxic waste and captured CO2, this isn’t a Solar City world.
It’s in this world that we meet Rita Douglas, an interracial child adopted by expat East Germans. She’s struggling to make a career as an actor, all other avenues having been inexplicably blocked (scholarships turned down, student loans unavailable): but despite her low profile, Rita is about to come to the attention of very important people. Because what they know (and she doesn’t) is that her birth mother was one Miriam Beckstein, the big government research labs have finally cracked the problem of how to activate the world-walking ability in someone who is an inactive carrier, and DHS has a perceived need for human field agents able to infiltrate hostile civilizations and report back …