head to head
Neither is simply harder - they are hard in different places. Rise of Nations demands more variance; StarCraft demands more execution.

Optimization · Mind & Math
Age-spanning RTS where city caps, territory borders, and tech-age races combine economics with military pressure.

Optimization · Grand Arena
A real-time strategy classic where perfected build orders and mechanical speed decide most matches.
Rise of Nations leans Optimization (Mind & Math); StarCraft leans Optimization (Grand Arena).
StarCraft leans clearly harder on execution.
Rise of Nations
Rare great-wonder timing and military grouping need some precision
StarCraft
APM and micro control ceiling is huge
Rise of Nations leans a little harder on reads, though the gap is small.
Rise of Nations
Opponent nation pick and age-rush timing must be predicted
StarCraft
scouting and predicting human opponent builds
Rise of Nations leans clearly harder on variance.
Rise of Nations
Map resource placement and wonder race timing add moderate uncertainty
StarCraft
minimal hidden info beyond fog of war
StarCraft leans a little harder on optimization, though the gap is small.
Rise of Nations
Territory cap optimization and age-advancement sequencing are deeply solvable
StarCraft
build orders and economy are near-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.