head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

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

Optimization · Pure Optimization
A deeply optimizable tactical RPG where armor stripping and initiative manipulation produce near-deterministic victories.
Age of Wonders 4 leans Optimization (Pure Optimization); Divinity: Original Sin 2 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
Divinity: Original Sin 2
Turn-based system demands zero reaction speed or motor precision
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
Divinity: Original Sin 2
Multiplayer PvP arena adds light opponent-reading; solo is scripted
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
Divinity: Original Sin 2
Source point limits and hidden enemy armor values create unknowns
Divinity: Original Sin 2 leans a little harder on optimization, though the gap is small.
Age of Wonders 4
Tome selection and trait stacking create a vast combinatorial optimization space
Divinity: Original Sin 2
Lone Wolf builds and damage-type stacking define solved optimal strategies
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.