head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, 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
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Dwarf Fortress leans Optimization (Pure Optimization); 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.
Dwarf Fortress
Menu-driven with no physical performance ceiling whatsoever
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.
Dwarf Fortress
Goblins and megabeasts follow scripted aggression; no player modeling
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.
Dwarf Fortress
World generation, artifact rolls, and siege timing carry deep randomness
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
Dwarf Fortress leans a little harder on optimization, though the gap is small.
Dwarf Fortress
Military, food chains, and fortress layout reward encyclopedic systems mastery
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.