Command & Conquer The Ultimate Collection gathers ten base games and seven expansion packs from the series that defined real-time strategy, starting with Westwood Studios' 1995 original and running through EA Los Angeles' Command & Conquer 4: Tiberian Twilight. You can harvest Tiberium for GDI or the Brotherhood of Nod, rewrite the twentieth century in the Red Alert timeline, lead the United States, China or the Global Liberation Army in Generals, and fight on foot in Renegade, the series' only first-person shooter.
The Tiberium Saga, Start to Finish
The center of the collection is the long war between the Global Defense Initiative and Kane's Brotherhood of Nod over Tiberium, the alien crystal that spreads across the planet, transforms everything it touches and pays for both armies. Every chapter is here, along with the expansions that extended each war.
- Command & Conquer and The Covert Operations
- This is where it all started. You harvest Tiberium, build out from a construction yard and fight the First Tiberium War as GDI or Nod, with live-action briefings led by Joseph D. Kucan's unforgettable Kane. The Covert Operations adds a set of tougher standalone missions for both sides.
- Tiberian Sun and Firestorm
- The Second Tiberium War moves to a future scarred by Tiberium, with cyborgs, subterranean units and the return of Kane. Firestorm picks up after the war, when both sides have to deal with CABAL, Nod's rogue artificial intelligence.
- Renegade
- A first-person shooter set during the First Tiberium War. You play Havoc, a GDI commando, fighting your way into Nod bases, climbing into vehicles and seeing the series' familiar units and buildings from the ground.
- Command & Conquer 3: Tiberium Wars and Kane's Wrath
- The Third Tiberium War begins in 2047 with a nuclear fireball high in the night sky, and the alien Scrin arrive as a third playable faction. Kane's Wrath follows the Brotherhood from the end of the Second Tiberium War through the aftermath of the third and adds six sub-factions that change how each side plays.
- Command & Conquer 4: Tiberian Twilight
- The end of Kane's story swaps traditional base building for mobile Crawlers in Offense, Defense and Support classes, with a leveling system that unlocks new units as you progress. It needs a persistent internet connection and an EA account to play, including the campaign.
Red Alert: The War That Never Was
Red Alert starts with Albert Einstein traveling back in time to remove Hitler from history. The result is Stalin's Soviet Union rolling west into Europe. Tesla coils, Tanya's commando raids and Frank Klepacki's Hell March made it a classic almost overnight, and the timeline kept getting stranger from there.
- Red Alert, Counterstrike and The Aftermath - The original Allied and Soviet campaigns. Both expansions add new missions, units and maps to one of the most replayed strategy games of the 1990s.
- Red Alert 2 and Yuri's Revenge - Soviet forces invade the United States, and Kirov airships, Prism Tanks and Chrono Legionnaires join the fight. Yuri's Revenge turns the Premier's psychic advisor Yuri, played by Udo Kier, into the main villain, with his own faction built on mind control.
- Red Alert 3 and Uprising - A doomed Soviet leadership goes back in time to erase Einstein and accidentally creates the Empire of the Rising Sun as a third power. The cast includes Tim Curry and George Takei. Uprising adds four new mini-campaigns, one of them about the origins of the psionic commando Yuriko Omega.
Generals and Zero Hour
Generals takes the series into a near-future war between the United States, China and the Global Liberation Army, and it was the first Command & Conquer strategy game built in full 3D. The three sides play very differently: American air power and precision weapons, Chinese massed armor and propaganda-driven hordes, and GLA tunnel networks, scavenged salvage and toxin weapons. Zero Hour adds new campaigns and nine specialist generals, from Superweapon to Stealth, plus the Generals Challenge, a series of battles against AI commanders.
Collect, Build, Conquer
The formula Westwood Studios set down in 1995 still holds up. You gather resources, expand your base, research new technology and build an army strong enough to break the enemy's defenses. Playing through the collection shows how that formula changed over time, from the sidebar build menus and full-motion video briefings of the Westwood years to the 3D battlefields, sub-factions and support powers of the later EA games. EA shut down the online services for Red Alert 2, Generals, Command & Conquer 3 and Red Alert 3 in 2014, so today you play them through their campaigns and skirmish battles against the AI.
Choose your side, whether that's GDI's discipline, Kane's promise of peace through power or a Soviet march on Washington, and play through fifteen years of Command & Conquer history. Welcome back, Commander.










