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.

Optimization · Pure Optimization
A text-based hockey management game testing long-term roster building and development optimization.

Optimization · Pure Optimization
Deep empire optimisation over a hidden map against mappable AI.
Eastside Hockey Manager leans Optimization (Pure Optimization); Sid Meier's Civilization IV 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.
Eastside Hockey Manager
No physical inputs; all text-based management
Sid Meier's Civilization IV
Turn-based clicks have no physical ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Eastside Hockey Manager
AI managers have mild tendencies but are largely modelable
Sid Meier's Civilization IV
Human multiplayer adds diplomacy reads; AI is mappable
Eastside Hockey Manager leans a little harder on variance, though the gap is small.
Eastside Hockey Manager
Sim results, injuries, and development rolls create meaningful variance
Sid Meier's Civilization IV
Map generation and unrevealed terrain drive early decisions
Eastside Hockey Manager leans a little harder on optimization, though the gap is small.
Eastside Hockey Manager
Scouting, line management, and trade strategy are deeply solvable
Sid Meier's Civilization IV
Tech paths, tile yields and expansion math dominate outcomes
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.