head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Pure Optimization
Stacking tome and trait combinations across procedurally generated worlds with faction-wide consequences.

Optimization · Pure Optimization
Optimizing city placement, social policies, and victory routing under randomized map unknowns.
Age of Wonders 4 leans Optimization (Pure Optimization); Civilization V 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.
Age of Wonders 4
All decisions are turn-based; nothing physical
Civilization V
UI actions need no precision; speed is not a factor
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Wonders 4
AI rulers use scripted tomes and no real player modelling
Civilization V
AI follows scripted personalities, not genuine player modelling
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Wonders 4
Procedural world generation and tome discovery add hidden layers
Civilization V
Random starts, barbarian spawns, and goody huts create hidden unknowns
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Wonders 4
Tome selection and trait stacking create a vast combinatorial optimization space
Civilization V
Hex placement, social policies, and victory routing are fully 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.