head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Grand Arena
Fast tiberium-economy RTS with a once-thriving competitive 1v1 scene.

Optimization · Mind & Math
14-epoch RTS where economic scaling, epoch-rush timing, and civilization counter-picks span stone age to future war.
Command & Conquer 3: Tiberium Wars leans Optimization (Grand Arena); Empire Earth leans Optimization (Mind & Math).
Command & Conquer 3: Tiberium Wars leans a little harder on execution, though the gap is small.
Command & Conquer 3: Tiberium Wars
Fast micro on squads and harvesters
Empire Earth
Epoch-spanning army micro and hero management need consistent attention
Empire Earth leans a little harder on reads, though the gap is small.
Command & Conquer 3: Tiberium Wars
Ranked 1v1 rewards reading enemy tech paths
Empire Earth
Opponent epoch rush and civilization bonuses must be predicted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer 3: Tiberium Wars
Fog hides tech switches until scouted
Empire Earth
Map resource distribution adds uncertainty at start; converges quickly
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer 3: Tiberium Wars
Tight build orders and tiberium control
Empire Earth
Epoch advancement timing and citizen allocation are near-optimally 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.