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 · Pure Optimization
Long-horizon empire optimization over a randomly dealt but mappable map.
BattleTech leans Optimization (Pure Optimization); Sid Meier's Civilization 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.
BattleTech
Turn-based; no physical inputs matter
Sid Meier's Civilization
Turn-based clicking, zero physical demand
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
Sid Meier's Civilization
AI leaders follow mappable personalities, not adaptive minds
BattleTech leans a little harder on variance, though the gap is small.
BattleTech
To-hit rolls and component crits swing fights
Sid Meier's Civilization
Map generation and combat rolls hide early information
Sid Meier's Civilization leans a little harder on optimization, though the gap is small.
BattleTech
Mech builds, heat management, and initiative play
Sid Meier's Civilization
Tech routing, expansion and economy 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.