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
A dynasty grand strategy where succession planning beats random events.

Optimization · Pure Optimization
Card-battle strategy testing deckbuilding math against draw luck.
Crusader Kings III leans Optimization (Systems & Chaos); 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.
Crusader Kings III
Pausable real-time with no input demands.
Etherlords II
Turn-based card play, no dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Crusader Kings III
AI characters follow scripted, not adaptive, agendas.
Etherlords II
Mostly AI duels; rare human matches add light bluffing
Crusader Kings III leans a little harder on variance, though the gap is small.
Crusader Kings III
Events, traits, and inheritance are heavily random.
Etherlords II
Card draws decide what each duel offers
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Crusader Kings III
Succession planning, claims, and economy are solvable.
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.