Media Matters: Blood and Iron III
Considered something of a meme mod among "serious" uchronians, Edelweiss, like The End of History, is a total conversion mod for 2016's Blood and Iron IV, though the former takes a far more sweeping approach to its core concept than the latter does. With a POD centered on the failure to pass the 1832 Reform Act, the acceleration of the Chartist movement in Britain bolsters the success of the Revolutions of 1848, in turn depriving the United States of a massive wave of pro-Union immigrants during the Civil War. The main focus of the mod is on the aftermath of this chain of events, with the game beginning in 1910 and rapidly building to an exotic Great War. Broadly speaking, the playable countries in Edelweiss can be divided into three factions:
*Centered on Canada but retaining New Zealand, South Africa and possessions in the Caribbean. They're in pretty dire straights and there's an opinion in the halls of power that the US and Russia basically strongarmed them into selling India well below market price.
**An alliance of equals between the British, Irish, and Australian republics. The shared tendency of annual elections makes predicting the actions of the Federation as a whole somewhat difficult to anticipate.
- The Grand Alliance serves as a bastion of reactionary conservatism, bringing together the United States, the Russian Empire, the British Empire* and the Great Qing along with a smattering of vassals and lesser empires. Without the influx of immigrants to inflame the Know-Nothings and ultimately tip the balance of the Southern Rebellion, America remains divided between the overwhelmingly dominant and business-minded Whigs and the fringe Liberty Party, a single-issue number focused on abolition in the border states. Russia and the Qing have their own problems, with the former under siege from a recurring bout of Nihilist insurgencies and the latter still bitter about the loss of its own civil war, all the while Britain fumes about "reclaiming the birthright", whatever that means.
- The Second International is the leading light of popular government, with leadership in the organization fiercely contested between the Republican Federation** and the Volksrepublic, though membership ranges from semi-constitutional monarchies like the Taiping Heavenly Kingdom all the way to Communard experiments like the French Republic. The People's Confederacy gets a lot of side eye for the whole "used-to own people" thing, but the Populists and Readjusters are united on pushing back on that hopelessly outdated stereotype. The dominant position in the Second International is a Georgist strain of social democracy by the start of the mod, though Communards are still adamant their breakthrough will come any day now.
- Less an alliance than an endemic social disease, Nihilist Anarchism rages throughout the underbelly of the Russian Empire and is particularly common in an India chafing under the Russo-American yoke and in the parts of Africa squeezed between American West Africa and the Dominion of South Africa. At the start of the game the only Nihilist power is the Commoner's Shogunate, with the entire Pacific Rim living in terror of the black flags of the veritable pirate armada that calls itself the Commoner's Free Navy.
*Centered on Canada but retaining New Zealand, South Africa and possessions in the Caribbean. They're in pretty dire straights and there's an opinion in the halls of power that the US and Russia basically strongarmed them into selling India well below market price.
**An alliance of equals between the British, Irish, and Australian republics. The shared tendency of annual elections makes predicting the actions of the Federation as a whole somewhat difficult to anticipate.
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