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
Economy and formation optimisation at huge scale against adapting human strategy.
Age of Mythology leans Optimization (Mind & Math); Cossacks: European Wars 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
Cossacks: European Wars
Managing thousands of units strains APM and attention
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
Cossacks: European Wars
Human opponents shift compositions and timing attacks
Age of Mythology leans a little harder on variance, though the gap is small.
Age of Mythology
Fog of war and random maps
Cossacks: European Wars
Map resources and scouting gaps hide information early
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
Cossacks: European Wars
Economy ratios, tech order and formation math dominate outcomes
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.