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

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

Optimization · Pure Optimization
Optimizing Wielder builds and resource networks to project force in PvP or solo campaigns.
Civilization V leans Optimization (Pure Optimization); Songs of Conquest 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.
Civilization V
UI actions need no precision; speed is not a factor
Songs of Conquest
Turn-based throughout; no timing demands
Songs of Conquest leans a little harder on reads, though the gap is small.
Civilization V
AI follows scripted personalities, not genuine player modelling
Songs of Conquest
Human PvP multiplayer creates opponent prediction pressure
Civilization V leans a little harder on variance, though the gap is small.
Civilization V
Random starts, barbarian spawns, and goody huts create hidden unknowns
Songs of Conquest
Resource tile placement and battle spell procs add variance
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
Songs of Conquest
Wielder skill trees, unit stacking, and map control routing are the optimization core
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.