head to head
Age of Mythology asks more than Total Annihilation, and the gap is variance.

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

Optimization · Pure Optimization
Resource-grid RTS where metal extractor priority and factory efficiency form the decisive optimization layer.
Age of Mythology leans Optimization (Mind & Math); Total Annihilation leans Optimization (Pure Optimization).
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
Total Annihilation
Constructor routing and unit grouping require consistent multitasking
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
Total Annihilation
Opponent expansion patterns must be scouted and predicted
Age of Mythology leans clearly harder on variance.
Age of Mythology
Fog of war and random maps
Total Annihilation
Map metal spots are fixed; very little RNG in unit behavior
Total Annihilation leans a little harder on optimization, though the gap is small.
Age of Mythology
God choices and favor economy reward planning
Total Annihilation
Metal extractor priority and factory queuing 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.