head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Pure Optimization
A text-based wrestling-promotion management sim about optimizing bookings and rosters.

Optimization · Pure Optimization
A turn-based strategy game where building the optimal army and economy decides victory.
Extreme Warfare Revenge leans Optimization (Pure Optimization); Might & Magic: Heroes VI leans Optimization (Pure Optimization).
Might & Magic: Heroes VI leans a little harder on execution, though the gap is small.
Extreme Warfare Revenge
Text-based management, no physical input
Might & Magic: Heroes VI
no real-time physical skill needed
Might & Magic: Heroes VI leans a little harder on reads, though the gap is small.
Extreme Warfare Revenge
AI promotions follow fixed logic, not personal adaptation
Might & Magic: Heroes VI
predicting human opponent strategy in PvP
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
Might & Magic: Heroes VI
combat rolls and map resources random
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Extreme Warfare Revenge
Booking, roster, and finances are a deep solvable system
Might & Magic: Heroes VI
army building and economy near-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.