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

Optimization · Pure Optimization
Turn-based mech tactics where lance builds and heat math decide drawn-out slugfests.

Optimization · Systems & Chaos
A tabletop-flavored RPG about an android surviving on a derelict station.
BattleTech leans Optimization (Pure Optimization); Citizen Sleeper leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
BattleTech
Turn-based; no physical inputs matter
Citizen Sleeper
Dice placement, no manual skill.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
BattleTech
AI lances follow exploitable scripted behavior
Citizen Sleeper
NPCs follow branching scripts.
Citizen Sleeper leans a little harder on variance, though the gap is small.
BattleTech
To-hit rolls and component crits swing fights
Citizen Sleeper
Daily dice rolls drive outcomes.
BattleTech leans a little harder on optimization, though the gap is small.
BattleTech
Mech builds, heat management, and initiative play
Citizen Sleeper
Action allocation and clock management dominate.
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.