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

Optimization · Mind & Math
A colonial-era RTS adding home-city card shipments to classic Age economy play.

Optimization · Mind & Math
A full-loot sandbox where open-world PvP reads and economic optimisation are equally essential to survive.
Age of Empires III leans Optimization (Mind & Math); Albion Online leans Optimization (Mind & Math).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires III
Unit micro and raid defense
Albion Online
Skill shot landing and kiting demand real mechanical 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 III
Human deck and timing reads in ranked
Albion Online
Full-loot open-world PvP means every encounter reads real opponents
Age of Empires III leans a little harder on variance, though the gap is small.
Age of Empires III
Map spawns and shipment ordering unknowns
Albion Online
Dungeon mob behaviour adds variance but converges with knowledge
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires III
Home-city decks are a build-crafting layer
Albion Online
Gear loadout, fame farming routes, and market arbitrage are all 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.