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

Reads · Grand Arena
Grimdark RTS where requisition nodes, squad reinforcement, and chapter counter-picks define competitive depth.
Rise of Nations leans Optimization (Mind & Math); Warhammer 40,000: Dawn of War leans Reads (Grand Arena).
Warhammer 40,000: Dawn of War leans a little harder on execution, though the gap is small.
Rise of Nations
Rare great-wonder timing and military grouping need some precision
Warhammer 40,000: Dawn of War
Squad retreat timing and builder unit micro require practiced hands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Rise of Nations
Opponent nation pick and age-rush timing must be predicted
Warhammer 40,000: Dawn of War
Opponent chapter choice and rush timing must be predicted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Rise of Nations
Map resource placement and wonder race timing add moderate uncertainty
Warhammer 40,000: Dawn of War
Relic capture variance and squad reinforcement timing add uncertainty
Rise of Nations leans a little harder on optimization, though the gap is small.
Rise of Nations
Territory cap optimization and age-advancement sequencing are deeply solvable
Warhammer 40,000: Dawn of War
Requisition node priority and tech tree builds are well-studied
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.