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

Optimization · Pure Optimization
Gunpowder-era Total War blending empire management with line battles.

Optimization · Pure Optimization
Optimizing Wielder builds and resource networks to project force in PvP or solo campaigns.
Empire: Total War leans Optimization (Pure Optimization); Songs of Conquest leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Empire: Total War
Real-time battle micro is modest
Songs of Conquest
Turn-based throughout; no timing demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Empire: Total War
Multiplayer line-battle feints exist
Songs of Conquest
Human PvP multiplayer creates opponent prediction pressure
Songs of Conquest leans a little harder on variance, though the gap is small.
Empire: Total War
Campaign AI and battle dice noise
Songs of Conquest
Resource tile placement and battle spell procs add variance
Songs of Conquest leans a little harder on optimization, though the gap is small.
Empire: Total War
Campaign economy and line-infantry tactics are mappable
Songs of Conquest
Wielder skill trees, unit stacking, and map control routing are the optimization core
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.