head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Mind & Math
An RTS where Greek, Norse, and Egyptian pantheons lend myth units and god powers to war.

Optimization · Mind & Math
Castle economics RTS where supply chain optimization and defensive geometry are tested against escalating siege pressure.
Age of Mythology leans Optimization (Mind & Math); Stronghold: Crusader 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
Stronghold: Crusader
Troop rally timing and siege placement require practiced 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
Stronghold: Crusader
Opponent lord AI has semi-scripted but varied attack patterns
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Mythology
Fog of war and random maps
Stronghold: Crusader
Goods market prices and siege equipment availability fluctuate
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
Stronghold: Crusader
Castle layout and goods production chains are deeply optimizable
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.