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
Tolkien RTS where build orders and army counters decide the war for Middle-earth.
Age of Mythology leans Optimization (Mind & Math); The Lord of the Rings: The Battle for Middle-earth 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
The Lord of the Rings: The Battle for Middle-earth
Micro and multitasking under real-time pressure
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
The Lord of the Rings: The Battle for Middle-earth
Multiplayer rewards predicting opponent army choices
Age of Mythology leans a little harder on variance, though the gap is small.
Age of Mythology
Fog of war and random maps
The Lord of the Rings: The Battle for Middle-earth
Scouting hides enemy composition until revealed
Age of Mythology leans a little harder on optimization, though the gap is small.
Age of Mythology
God choices and favor economy reward planning
The Lord of the Rings: The Battle for Middle-earth
Build orders and counter units are largely 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.