head to head
StarCraft asks more than Command & Conquer: Generals, and the gap is optimization.

Reads · Grand Arena
Modern-warfare RTS with general-specific powers where faction counters and production efficiency are central.

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
Command & Conquer: Generals leans Reads (Grand Arena); StarCraft leans Optimization (Grand Arena).
StarCraft leans a little harder on execution, though the gap is small.
Command & Conquer: Generals
Supply drop timing and unit special abilities require precise activation
StarCraft
APM and micro control ceiling is huge
Command & Conquer: Generals leans a little harder on reads, though the gap is small.
Command & Conquer: Generals
Three-faction asymmetry and general powers must be predicted constantly
StarCraft
scouting and predicting human opponent builds
Command & Conquer: Generals leans a little harder on variance, though the gap is small.
Command & Conquer: Generals
Supply depot placement is map-fixed; minimal in-game RNG
StarCraft
minimal hidden info beyond fog of war
StarCraft leans clearly harder on optimization.
Command & Conquer: Generals
General power sequencing and unit composition are well-solvable
StarCraft
build orders and economy are near-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.