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
Map-painting grand strategy ruled by mana and idea optimization.

Optimization · Pure Optimization
A Dungeon Keeper successor about building an evil lair and crushing do-gooders.
Europa Universalis IV leans Optimization (Pure Optimization); War for the Overworld 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.
Europa Universalis IV
pausable, no twitch
War for the Overworld
Mouse-driven dungeon management; light APM demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Europa Universalis IV
AI mostly scripted, some MP
War for the Overworld
Skirmish humans adapt; campaign AI is scripted
Europa Universalis IV leans a little harder on variance, though the gap is small.
Europa Universalis IV
events, mission paths
War for the Overworld
Enemy dungeon layout hidden until scouted
Europa Universalis IV leans a little harder on optimization, though the gap is small.
Europa Universalis IV
idea groups, economy, mana spending
War for the Overworld
Room economy, minion synergy, and build order dominate
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.