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 · Systems & Chaos
Gacha roster luck funneled into team-building optimisation against fixed encounters.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Dragonheir: Silent Gods leans Optimization (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.
Dragonheir: Silent Gods
Auto-leaning combat needs minimal dexterity
X-COM: UFO Defense
Turn-based; only inventory clicking
Dragonheir: Silent Gods leans a little harder on reads, though the gap is small.
Dragonheir: Silent Gods
PvE content and async PvP offer no live minds
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Dragonheir: Silent Gods
Gacha hero pulls and dice rolls gate power
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.
Dragonheir: Silent Gods
Team composition and stat tuning against fixed content is the game
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.