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.
I introduced this mod in the general discussion forum here: http://forums.civfanatics.com/showthread.php?t=281649
I also posted these four questions in the other thread, just to get a feel of how many of you would be interested/eligible in playing this mod. The mod itself is still a WiP and has a long way to go until completion.
1) How many of you have Yuri's Revenge?
2) What is the file upload size limit here?
3) If I wanted my mod to be hosted here, who do I ask?
4) Would you guys like a short demo?
The translation of C3C into into the rts format has been an interested one. I wish to remain as true as possible to the original game, including how effective each unit was, what techs produce what, and so on. However due to the limitations of the YR engine, I have to cut down on some aspects of the game. However from what testing I have done, this game shall be very fun, fluid, fast, and balanced.
Lets talk some game mechanics

I will be unable to have the traditional resource system in this mod, as having populations in a city is just not possible. However, I will explain the alternatives. There are two resource systems in place already in Yuri's Revenge, the first is ore gathering, which is having a miner go out to feild and harvest the raw material on a ground. I could have a workers go out from a worker's hovel and ferry resources back and forth from the feild to the hovel. This is more C&C then civ, so unless a vast majority want it, I will not go with it. The second system is the oil derrick system, which is having a building that constantly produces a stream of money every so often. This amount can be virtually any number I want, so I can make certain structures require a maintenance fee and certain others prduce tax revenue. The first structure capable of producing money shall be the farm, from which you shall gain a steady flow of money to support your exploits. Markets places, banks, and other high producers shall come later.
Base Building
Generally speaking the city improvements will become the buildings. Notable additions include farms. Iron Mines shall be capturable.
Maps and Game Modes
Even before I was a modder, I was a map maker. I will be dedicated to bringing you quality maps, scenarios, and campaigns (I am limited to two campaigns). So whether you want a quick skirmish with a comp, or an epic all out with 5 of your friends online, I got you covered.
Techs
Technology research shall be present in this mod. Unlike other rts games which try to cover history, this mod will not progress by "ages", but like in civ, the techs you research. If you want archers, then go research warrior code, you want spearmen? You know what to research. Each tech shall have a low cost but a high buildtime (or research time rather). Thus making what techs you discover all the more important.
Units
I will make a point to get EVERY unit crossed over. The units will be mor powerfull too now (no more invincible spearmen). As this is in real time, multiple units can attack at once. A spearman can beat a warrior in one on one any day of the week, but not so when it's two warriors against a lone spearman. The units shall all be based upon the warrior, who was once the weakest of all units, is now the most cost effective (Besides UU's). At 100 credits (I multiplied each unit cost by ten) the warrior has 100 health points (This is what the "1" in A.D.M now means) and an attack of 10 points (And the A). The spearman on the other hand (200 credits), has the same attack strength but an armour value ( a multiplier for the attack value, in this case 80%) and health of 160, thus making it that it takes 20 hits for a warrior to kill a spearman. The introduction of armour values will make this mod more historically accurate, as some attacks (aka guns) will ignore this armour.
More updates coming soon!

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.
I introduced this mod in the general discussion forum here: http://forums.civfanatics.com/showthread.php?t=281649
I also posted these four questions in the other thread, just to get a feel of how many of you would be interested/eligible in playing this mod. The mod itself is still a WiP and has a long way to go until completion.
1) How many of you have Yuri's Revenge?
2) What is the file upload size limit here?
3) If I wanted my mod to be hosted here, who do I ask?
4) Would you guys like a short demo?
The translation of C3C into into the rts format has been an interested one. I wish to remain as true as possible to the original game, including how effective each unit was, what techs produce what, and so on. However due to the limitations of the YR engine, I have to cut down on some aspects of the game. However from what testing I have done, this game shall be very fun, fluid, fast, and balanced.
Lets talk some game mechanics




I will be unable to have the traditional resource system in this mod, as having populations in a city is just not possible. However, I will explain the alternatives. There are two resource systems in place already in Yuri's Revenge, the first is ore gathering, which is having a miner go out to feild and harvest the raw material on a ground. I could have a workers go out from a worker's hovel and ferry resources back and forth from the feild to the hovel. This is more C&C then civ, so unless a vast majority want it, I will not go with it. The second system is the oil derrick system, which is having a building that constantly produces a stream of money every so often. This amount can be virtually any number I want, so I can make certain structures require a maintenance fee and certain others prduce tax revenue. The first structure capable of producing money shall be the farm, from which you shall gain a steady flow of money to support your exploits. Markets places, banks, and other high producers shall come later.
Base Building
Generally speaking the city improvements will become the buildings. Notable additions include farms. Iron Mines shall be capturable.
Maps and Game Modes
Even before I was a modder, I was a map maker. I will be dedicated to bringing you quality maps, scenarios, and campaigns (I am limited to two campaigns). So whether you want a quick skirmish with a comp, or an epic all out with 5 of your friends online, I got you covered.
Techs
Technology research shall be present in this mod. Unlike other rts games which try to cover history, this mod will not progress by "ages", but like in civ, the techs you research. If you want archers, then go research warrior code, you want spearmen? You know what to research. Each tech shall have a low cost but a high buildtime (or research time rather). Thus making what techs you discover all the more important.
Units
I will make a point to get EVERY unit crossed over. The units will be mor powerfull too now (no more invincible spearmen). As this is in real time, multiple units can attack at once. A spearman can beat a warrior in one on one any day of the week, but not so when it's two warriors against a lone spearman. The units shall all be based upon the warrior, who was once the weakest of all units, is now the most cost effective (Besides UU's). At 100 credits (I multiplied each unit cost by ten) the warrior has 100 health points (This is what the "1" in A.D.M now means) and an attack of 10 points (And the A). The spearman on the other hand (200 credits), has the same attack strength but an armour value ( a multiplier for the attack value, in this case 80%) and health of 160, thus making it that it takes 20 hits for a warrior to kill a spearman. The introduction of armour values will make this mod more historically accurate, as some attacks (aka guns) will ignore this armour.
More updates coming soon!