head to head
Age of Empires III asks more than World in Conflict, and the gap is optimization.

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

Reads · Mind & Math
Cold-War-gone-hot tactical RTS with no base building, just role-based unit warfare and nukes.
Age of Empires III leans Optimization (Mind & Math); World in Conflict leans Reads (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
World in Conflict
Fast tactical micro and ability timing under fire
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
World in Conflict
Team multiplayer hinges on predicting enemy drops
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
World in Conflict
Limited intel on enemy reinforcement choices
Age of Empires III leans clearly harder on optimization.
Age of Empires III
Home-city decks are a build-crafting layer
World in Conflict
Unit counters and tactical-aid economy are learnable
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.