head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, 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.

Optimization · Mind & Math
Tolkien RTS where build orders and army counters decide the war for Middle-earth.
Empire Earth leans Optimization (Mind & Math); The Lord of the Rings: The Battle for Middle-earth 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
The Lord of the Rings: The Battle for Middle-earth
Micro and multitasking under real-time pressure
Empire Earth leans a little harder on reads, though the gap is small.
Empire Earth
Opponent epoch rush and civilization bonuses must be predicted
The Lord of the Rings: The Battle for Middle-earth
Multiplayer rewards predicting opponent army choices
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
The Lord of the Rings: The Battle for Middle-earth
Scouting hides enemy composition until revealed
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
The Lord of the Rings: The Battle for Middle-earth
Build orders and counter units are largely 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.