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.

Variance · Systems & Chaos
Calm tile-laying puzzle balancing draws against placement.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Dorfromantik leans Variance (Systems & Chaos); X-COM: UFO Defense leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Dorfromantik
no twitch
X-COM: UFO Defense
Turn-based; only inventory clicking
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Dorfromantik
no adversary
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Dorfromantik leans a little harder on variance, though the gap is small.
Dorfromantik
hand of tiles drawn
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
X-COM: UFO Defense leans a little harder on optimization, though the gap is small.
Dorfromantik
placement to maximize quest tiles
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
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.