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 systems-dense fortress survival game where mastery of deeply randomized simulation rules determines whether your dwarves live or die.

Optimization · Systems & Chaos
A colony sim where the storyteller's randomness tests your designed defenses.
Dwarf Fortress leans Optimization (Pure Optimization); RimWorld 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.
Dwarf Fortress
Menu-driven with no physical performance ceiling whatsoever
RimWorld
Pausable, no input precision required.
RimWorld leans a little harder on reads, though the gap is small.
Dwarf Fortress
Goblins and megabeasts follow scripted aggression; no player modeling
RimWorld
Storyteller AI is randomised, not adaptive to you.
RimWorld leans a little harder on variance, though the gap is small.
Dwarf Fortress
World generation, artifact rolls, and siege timing carry deep randomness
RimWorld
Raids, weather, and pawn traits are heavily random.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Dwarf Fortress
Military, food chains, and fortress layout reward encyclopedic systems mastery
RimWorld
Colony layout, work priorities, and defenses 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.