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 · Pure Optimization
A landmark strategy game combining a turn-based campaign for control of Rome with massive real-time battles.

Optimization · Pure Optimization
A Dungeon Keeper successor about building an evil lair and crushing do-gooders.
Rome: Total War leans Optimization (Pure Optimization); War for the Overworld leans Optimization (Pure Optimization).
Rome: Total War leans a little harder on execution, though the gap is small.
Rome: Total War
Real-time battle micro rewards quick unit handling
War for the Overworld
Mouse-driven dungeon management; light APM demand
War for the Overworld leans a little harder on reads, though the gap is small.
Rome: Total War
Optional multiplayer battles; campaign AI is mappable
War for the Overworld
Skirmish humans adapt; campaign AI is scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Rome: Total War
Diplomacy and AI moves add modest fog
War for the Overworld
Enemy dungeon layout hidden until scouted
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Rome: Total War
Campaign economy, recruitment, and battle tactics are solvable
War for the Overworld
Room economy, minion synergy, and build order dominate
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.