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

Optimization · Mind & Math
14-epoch RTS where economic scaling, epoch-rush timing, and civilization counter-picks span stone age to future war.

Reads · Mind & Math
Objective-driven MOBA with shared team XP.
Empire Earth leans Optimization (Mind & Math); Heroes of the Storm leans Reads (Mind & Math).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Empire Earth
Epoch-spanning army micro and hero management need consistent attention
Heroes of the Storm
Skillshots and rotations require hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Empire Earth
Opponent epoch rush and civilization bonuses must be predicted
Heroes of the Storm
Team-fight cooldown trading is prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Empire Earth
Map resource distribution adds uncertainty at start; converges quickly
Heroes of the Storm
Map objectives and merc camps vary
Empire Earth leans a little harder on optimization, though the gap is small.
Empire Earth
Epoch advancement timing and citizen allocation are near-optimally solvable
Heroes of the Storm
Talent picks and team comps deep
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.