head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Grand Arena
The definitive medieval RTS where castle drops and farm economies decide empires.

Optimization · Mind & Math
Age-spanning RTS where city caps, territory borders, and tech-age races combine economics with military pressure.
Age of Empires II: The Age of Kings leans Optimization (Grand Arena); Rise of Nations leans Optimization (Mind & Math).
Age of Empires II: The Age of Kings leans a little harder on execution, though the gap is small.
Age of Empires II: The Age of Kings
Micro, villager management, hotkey speed
Rise of Nations
Rare great-wonder timing and military grouping need some precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires II: The Age of Kings
High-level play is predicting human openings
Rise of Nations
Opponent nation pick and age-rush timing must be predicted
Age of Empires II: The Age of Kings leans a little harder on variance, though the gap is small.
Age of Empires II: The Age of Kings
Fog, map gen, civ matchups
Rise of Nations
Map resource placement and wonder race timing add moderate uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires II: The Age of Kings
Build orders refined over two decades
Rise of Nations
Territory cap optimization and age-advancement sequencing are deeply solvable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.