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
Castle economics RTS where supply chain optimization and defensive geometry are tested against escalating siege pressure.
Command & Conquer 3: Tiberium Wars leans Optimization (Grand Arena); Stronghold: Crusader 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
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.
Command & Conquer 3: Tiberium Wars
Ranked 1v1 rewards reading enemy tech paths
Stronghold: Crusader
Opponent lord AI has semi-scripted but varied attack patterns
Stronghold: Crusader leans a little harder on variance, though the gap is small.
Command & Conquer 3: Tiberium Wars
Fog hides tech switches until scouted
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.
Command & Conquer 3: Tiberium Wars
Tight build orders and tiberium control
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.