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
Island colonisation strategy about balancing population tiers against expanding supply chains.

Optimization · Pure Optimization
An original RPG system where engagement optimization and passive-stacking theory dominate hard-mode encounters.
Anno 1602 leans Optimization (Pure Optimization); Pillars of Eternity leans Optimization (Pure Optimization).
Pillars of Eternity leans a little harder on execution, though the gap is small.
Anno 1602
Slow real-time pace; no dexterity test.
Pillars of Eternity
Real-time-with-pause removes all twitch pressure from the player
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Anno 1602
AI rivals act on fixed personalities, not adaptation.
Pillars of Eternity
All AI opponents use fixed scripted behaviour trees
Pillars of Eternity leans a little harder on variance, though the gap is small.
Anno 1602
Island fertility layouts and rival starts are hidden initially.
Pillars of Eternity
Hidden enemy immunities and ability distributions require investigation
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Anno 1602
Population tiers and supply chains are a near-pure logistics solve.
Pillars of Eternity
Per-encounter ability management and passive stacking define trial-of-iron mastery
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.