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

Optimization · Pure Optimization
A turn-based tactics game testing positioning and squad optimization against aliens.
Civilization V leans Optimization (Pure Optimization); Spaceland: Sci-Fi Indie Tactics 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
Spaceland: Sci-Fi Indie Tactics
Turn-based commands need no twitch input
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization V
AI follows scripted personalities, not genuine player modelling
Spaceland: Sci-Fi Indie Tactics
Alien enemies follow scripted AI, not adapting to you
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
Spaceland: Sci-Fi Indie Tactics
Hit chances and fog of war add measured randomness
Civilization V leans a little harder on optimization, though the gap is small.
Civilization V
Hex placement, social policies, and victory routing are fully solvable
Spaceland: Sci-Fi Indie Tactics
Positioning, ability use and squad planning win battles
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.