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
A full-loot sandbox where open-world PvP reads and economic optimisation are equally essential to survive.

Optimization · Pure Optimization
Resource-grid RTS where metal extractor priority and factory efficiency form the decisive optimization layer.
Albion Online 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.
Albion Online
Skill shot landing and kiting demand real mechanical precision
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.
Albion Online
Full-loot open-world PvP means every encounter reads real opponents
Total Annihilation
Opponent expansion patterns must be scouted and predicted
Albion Online leans a little harder on variance, though the gap is small.
Albion Online
Dungeon mob behaviour adds variance but converges with knowledge
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.
Albion Online
Gear loadout, fame farming routes, and market arbitrage are all solvable
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.