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 WWII grand strategy testing production planning and front-line logistics at scale.

Optimization · Pure Optimization
A tactical RPG solved through long-horizon build and class planning.
Darkest Hour: A Hearts of Iron Game leans Optimization (Pure Optimization); Fire Emblem: Three Houses 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.
Darkest Hour: A Hearts of Iron Game
Pausable map clicking, zero twitch demand
Fire Emblem: Three Houses
Menu-driven, no mechanical bar
Darkest Hour: A Hearts of Iron Game leans a little harder on reads, though the gap is small.
Darkest Hour: A Hearts of Iron Game
Multiplayer diplomacy adds rare human prediction
Fire Emblem: Three Houses
AI follows fixed aggression rules
Fire Emblem: Three Houses leans a little harder on variance, though the gap is small.
Darkest Hour: A Hearts of Iron Game
Historical events fire semi-randomly but are well documented
Fire Emblem: Three Houses
Hit rates and crit RNG affect runs
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Darkest Hour: A Hearts of Iron Game
Production, supply and front planning across decades is everything
Fire Emblem: Three Houses
Class routing and build planning dominates
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.