head to head
Warcraft III: Reign of Chaos asks more than Empire Earth, and the gap is execution.

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

Optimization · Grand Arena
Blizzard's hero-centric RTS where build-order theory meets surgical unit micro against humans.
Empire Earth leans Optimization (Mind & Math); Warcraft III: Reign of Chaos leans Optimization (Grand Arena).
Warcraft III: Reign of Chaos leans clearly harder on execution.
Empire Earth
Epoch-spanning army micro and hero management need consistent attention
Warcraft III: Reign of Chaos
Micro of heroes and units decides fights
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
Warcraft III: Reign of Chaos
Scouting and out-guessing a human opponent's tech
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
Warcraft III: Reign of Chaos
Creep routes and item drops add randomness
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
Warcraft III: Reign of Chaos
Build orders, creeping routes, and matchup theory run 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.