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

Optimization · Pure Optimization
A turn-based RPG where relic substat variance and speed-tuned team optimisation define endgame performance.
Age of Wonders 4 leans Optimization (Pure Optimization); Honkai: Star Rail 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
Honkai: Star Rail
Turn-based; physical input precision is essentially irrelevant
Age of Wonders 4 leans a little harder on reads, though the gap is small.
Age of Wonders 4
AI rulers use scripted tomes and no real player modelling
Honkai: Star Rail
PvE only with scripted enemy behaviour throughout
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
Honkai: Star Rail
Relic substat RNG and gacha pulls drive character progression
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
Honkai: Star Rail
Speed tuning, team cycle theory, and buff windows are deeply 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.