head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

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

Optimization · Mind & Math
Age-spanning RTS where city caps, territory borders, and tech-age races combine economics with military pressure.
Empire Earth leans Optimization (Mind & Math); Rise of Nations leans Optimization (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
Rise of Nations
Rare great-wonder timing and military grouping need some precision
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
Rise of Nations
Opponent nation pick and age-rush timing must be predicted
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
Rise of Nations
Map resource placement and wonder race timing add moderate uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Empire Earth
Epoch advancement timing and citizen allocation are near-optimally solvable
Rise of Nations
Territory cap optimization and age-advancement sequencing are deeply 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.