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
A turn-based tactics RPG testing army composition and combat sequencing optimisation.

Optimization · Pure Optimization
Deep empire optimisation over a hidden map against mappable AI.
Braveland Wizard leans Optimization (Pure Optimization); Sid Meier's Civilization IV leans Optimization (Pure Optimization).
Braveland Wizard leans a little harder on execution, though the gap is small.
Braveland Wizard
Turn-based combat needs no physical input speed
Sid Meier's Civilization IV
Turn-based clicks have no physical ceiling
Braveland Wizard leans a little harder on reads, though the gap is small.
Braveland Wizard
Enemy stacks are scripted AI, not adaptive
Sid Meier's Civilization IV
Human multiplayer adds diplomacy reads; AI is mappable
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Braveland Wizard
Damage rolls and battle setups add managed chaos
Sid Meier's Civilization IV
Map generation and unrevealed terrain drive early decisions
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Braveland Wizard
Army composition and turn sequencing decide battles
Sid Meier's Civilization IV
Tech paths, tile yields and expansion math dominate outcomes
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.