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

Optimization · Pure Optimization
Classic Roman city builder dominated by mastering its walker-based logistics.

Optimization · Pure Optimization
Eastern-bloc planned-economy sim built on logistics chains.
Caesar III leans Optimization (Pure Optimization); Workers & Resources: Soviet Republic 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.
Caesar III
Mouse-driven building, no pressure
Workers & Resources: Soviet Republic
no reflex
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Caesar III
Invasions are scheduled, not adaptive
Workers & Resources: Soviet Republic
no adversary
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Caesar III
Minor walker pathing unpredictability
Workers & Resources: Soviet Republic
weather, resource finds
Workers & Resources: Soviet Republic leans a little harder on optimization, though the gap is small.
Caesar III
Housing blocks and walker logistics are solvable systems
Workers & Resources: Soviet Republic
logistics chains and infrastructure central
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.