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
An RTS where Greek, Norse, and Egyptian pantheons lend myth units and god powers to war.

Optimization · Mind & Math
A full-loot sandbox where open-world PvP reads and economic optimisation are equally essential to survive.
Age of Mythology 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 Mythology
Standard RTS micro demands
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 Mythology
Human opponents and god-power timing bluffs
Albion Online
Full-loot open-world PvP means every encounter reads real opponents
Age of Mythology leans a little harder on variance, though the gap is small.
Age of Mythology
Fog of war and random maps
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 Mythology
God choices and favor economy reward planning
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.