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
Deep empire optimisation over a hidden map against mappable AI.
Civilization VI leans Optimization (Pure Optimization); Sid Meier's Civilization IV 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.
Sid Meier's Civilization IV
Turn-based clicks have no physical ceiling
Civilization VI leans a little harder on reads, though the gap is small.
Civilization VI
AI is scripted; multiplayer adds light adaptation.
Sid Meier's Civilization IV
Human multiplayer adds diplomacy reads; 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.
Sid Meier's Civilization IV
Map generation and unrevealed terrain drive early decisions
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.
Sid Meier's Civilization IV
Tech paths, tile yields and expansion math dominate outcomes
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.