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 · Systems & Chaos
Medieval dynasty sim with chaotic event-driven stories.

Optimization · Pure Optimization
A turn-based strategy game where building the optimal army and economy decides victory.
Crusader Kings II leans Optimization (Systems & Chaos); Might & Magic: Heroes VI 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.
Crusader Kings II
pausable, no reflex
Might & Magic: Heroes VI
no real-time physical skill needed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Crusader Kings II
AI characters scripted not adaptive
Might & Magic: Heroes VI
predicting human opponent strategy in PvP
Crusader Kings II leans a little harder on variance, though the gap is small.
Crusader Kings II
dynastic events, traits, intrigue
Might & Magic: Heroes VI
combat rolls and map resources random
Might & Magic: Heroes VI leans a little harder on optimization, though the gap is small.
Crusader Kings II
succession, marriages, claims plannable
Might & Magic: Heroes VI
army building and economy near-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.