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
Hex-based tactical battles testing unit preservation and turn-limit route planning.

Optimization · Pure Optimization
Deep empire optimisation over a hidden map against mappable AI.
Fantasy Wars 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.
Fantasy Wars
Turn-based hex orders need no dexterity
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.
Fantasy Wars
Multiplayer hotseat adds light human prediction
Sid Meier's Civilization IV
Human multiplayer adds diplomacy reads; AI is mappable
Sid Meier's Civilization IV leans a little harder on variance, though the gap is small.
Fantasy Wars
Hit-chance rolls and fog create swing moments
Sid Meier's Civilization IV
Map generation and unrevealed terrain drive early decisions
Sid Meier's Civilization IV leans a little harder on optimization, though the gap is small.
Fantasy Wars
Unit upgrades, terrain and turn-limit routing reward deep calculation
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.