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 text-based wrestling-promotion management sim about optimizing bookings and rosters.

Optimization · Pure Optimization
Legendary turn-based strategy of castle economies, hero armies, and tile-perfect logistics.
Extreme Warfare Revenge leans Optimization (Pure Optimization); Heroes of Might and Magic III 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.
Extreme Warfare Revenge
Text-based management, no physical input
Heroes of Might and Magic III
Turn-based; zero dexterity
Heroes of Might and Magic III leans a little harder on reads, though the gap is small.
Extreme Warfare Revenge
AI promotions follow fixed logic, not personal adaptation
Heroes of Might and Magic III
Human multiplayer adds bluffing; AI is mappable
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Extreme Warfare Revenge
Random pop swings, injuries, and morale events
Heroes of Might and Magic III
Map fog, creature banks, and morale rolls
Heroes of Might and Magic III leans a little harder on optimization, though the gap is small.
Extreme Warfare Revenge
Booking, roster, and finances are a deep solvable system
Heroes of Might and Magic III
Hero chains, build orders, and combat math are deeply 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.