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
Optimizing city placement, social policies, and victory routing under randomized map unknowns.

Optimization · Pure Optimization
Sprawling tactical dungeon crawler where managing a dwindling hand of cards decides everything.
Civilization V leans Optimization (Pure Optimization); Gloomhaven leans Optimization (Pure Optimization).
Civilization V leans a little harder on execution, though the gap is small.
Civilization V
UI actions need no precision; speed is not a factor
Gloomhaven
Turn-based; zero dexterity demand
Civilization V leans a little harder on reads, though the gap is small.
Civilization V
AI follows scripted personalities, not genuine player modelling
Gloomhaven
Monster AI follows printed, mappable rules
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization V
Random starts, barbarian spawns, and goody huts create hidden unknowns
Gloomhaven
Modifier deck and monster ability draws
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization V
Hex placement, social policies, and victory routing are fully solvable
Gloomhaven
Card economy and scenario routing are the game
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.