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
A turn-based 4X where empire optimization beats turn-by-turn tactics.

Optimization · Pure Optimization
Card-battle strategy testing deckbuilding math against draw luck.
Civilization VI leans Optimization (Pure Optimization); Etherlords II 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 VI
Turn-based, no mechanical input demands.
Etherlords II
Turn-based card play, no dexterity
Civilization VI leans a little harder on reads, though the gap is small.
Civilization VI
AI is scripted; multiplayer adds light adaptation.
Etherlords II
Mostly AI duels; rare human matches add light bluffing
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization VI
Map gen, barbarians, and city-state quests vary.
Etherlords II
Card draws decide what each duel offers
Civilization VI leans a little harder on optimization, though the gap is small.
Civilization VI
Tech, civics, and yield routing dominate strategy.
Etherlords II
Deck construction and mana sequencing are deeply solvable
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.