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
Empire economy and tactical army math under fog, with human prediction in multiplayer.

Optimization · Pure Optimization
A turn-based strategy game where building the optimal army and economy decides victory.
Age of Wonders: Shadow Magic leans Optimization (Pure Optimization); Heroes of Might and Magic IV 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: Shadow Magic
Turn-based - clicking carries no physical weight
Heroes of Might and Magic IV
no real-time physical skill needed
Age of Wonders: Shadow Magic leans a little harder on reads, though the gap is small.
Age of Wonders: Shadow Magic
Human multiplayer rewards predicting expansion and army intent
Heroes of Might and Magic IV
predicting human opponent strategy in PvP
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Wonders: Shadow Magic
Map generation and combat rolls add real uncertainty
Heroes of Might and Magic IV
combat rolls and map resources random
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Wonders: Shadow Magic
Economy, research and tactical combat math dominate
Heroes of Might and Magic IV
army building and economy near-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.