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

Optimization · Pure Optimization
Legendary turn-based strategy of castle economies, hero armies, and tile-perfect logistics.
Civilization VI leans Optimization (Pure Optimization); Heroes of Might and Magic III 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.
Heroes of Might and Magic III
Turn-based; zero dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization VI
AI is scripted; multiplayer adds light adaptation.
Heroes of Might and Magic III
Human multiplayer adds bluffing; AI is mappable
Civilization VI leans a little harder on variance, though the gap is small.
Civilization VI
Map gen, barbarians, and city-state quests vary.
Heroes of Might and Magic III
Map fog, creature banks, and morale rolls
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization VI
Tech, civics, and yield routing dominate strategy.
Heroes of Might and Magic III
Hero chains, build orders, and combat math 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.