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Brining the iconic turn based game into the ever popular rts format, Conquests of Time will bring C3C into the rts world via a total conversion mod for C&C:Yuri's Revenge. Wage war, research techs, and conquer you foes in real time. Conflict of Time will splice the two games into one, using the engine of YR and the assets of C3C making a game that feels and plays like a Command and Conquer game but looks like Civilization.

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I know I haven't posted alot here, so I'm gonna list a few of the features that this mod will offer. From historic campaigns, to epic skirmishes, and to challenging scenarios, this mod will offer alot of game time. Well over a hundred units, including infantry, cavalry, artillery, armour, air, and sea that span 10,000 years of human development will be at you full disposal. Advance through time by the technologies and ideas that marked humn progress.

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Historic Campaign: The struggle for empire shall be relived from the earliest to the latest. The war shall be seen from both sides of the battle feild, as you choose to fight for or with:
-The Sumerians and the first Empire
-The Greeks vs the Persians
-The Romans vs Carthaginians
-Civilization vs Barbarians
-The Crusades
-The 100's Years War
-The Age of Colonization
-Napoleon vs England
-The American Civil War
-The World Wars
-The Vietnam War
-The Final War...

Scenarios: Several Scenarios that don't fit into the campaign will be added for skirmish play. They include the Jappanese Feudal Era and Cavemen vs Dinosaurs. More coming Soon!

Skirmish: Four game modes allow you to custumize the game so that you play the eras you want. Start the game in the Ancient, Midieval, Industrial, or Modern Eras.

Over a hundred Units. 32 Unique units for various factions. From cavemen to cruise missiles, you'll have alot of toys to play with. Bsaic unit Type (not all units listed)s:
Scout: Scout, Explorer
Engineering: Worker
Shock: Warrior, Swordsman...
Achery: Archer, Longbowman...
Defense: Spearman, Pikeman...
Cavalry: Chariot, Horseman...
Artillery: Catapult, Trebuchet...
Armour: Tank, IFV...
Sea: Galley, Caravel...
Air: FIghter, Bomber...

Well Balanced: Based upon the original balance used in civ3, each unit has a number of points that determine it's attack power and it's strength, as well as it's cost. Units become more cost effective in later eras, so it's a must to advance. Ancient era units get 10 attack points per civ point and 100 health points per civ point, while mideval get 15 and 150 respectivly. A warrior with 1.1 and a cost of 10 in civ would have 10 attack pioints, 100 health points, and a cost of 100. The Midieval Infantry, with 4.2 and a cost of 40 in civ would have an attack of 60 and health of 300, and a cost of 400. This is done so that players who advance are rewarded.

Improve your Cities: Many buildings are available to improve your war effort. Temples heal your troops, libraries let you research faster, and granaries help feed your troops so you pay less for them.

Advance by Technologies, not by Ages! Unlike most other history rts games, CC:COT has you research key technologies of human progress rather than "ages" or "epochs". The armoory tab of YR has been replaced by the technology tab. Research everything from the wheel to nuclear physics as you matrch trhough time!

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