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

Optimization · Pure Optimization
Resource-grid RTS where metal extractor priority and factory efficiency form the decisive optimization layer.
Rise of Nations leans Optimization (Mind & Math); Total Annihilation 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.
Rise of Nations
Rare great-wonder timing and military grouping need some precision
Total Annihilation
Constructor routing and unit grouping require consistent multitasking
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
Total Annihilation
Opponent expansion patterns must be scouted and predicted
Rise of Nations leans a little harder on variance, though the gap is small.
Rise of Nations
Map resource placement and wonder race timing add moderate uncertainty
Total Annihilation
Map metal spots are fixed; very little RNG in unit behavior
Total Annihilation leans a little harder on optimization, though the gap is small.
Rise of Nations
Territory cap optimization and age-advancement sequencing are deeply solvable
Total Annihilation
Metal extractor priority and factory queuing are deeply optimizable
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.