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.

Variance · Systems & Chaos
Gacha RPG where players summon historical heroes for turn-based card battles.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Fate/Grand Order leans Variance (Systems & Chaos); X-COM: UFO Defense leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Fate/Grand Order
Tap-based turn commands, no dexterity test
X-COM: UFO Defense
Turn-based; only inventory clicking
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Fate/Grand Order
Enemies are fully scripted
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Fate/Grand Order leans a little harder on variance, though the gap is small.
Fate/Grand Order
Gacha pulls and card draws dominate outcomes
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
X-COM: UFO Defense leans a little harder on optimization, though the gap is small.
Fate/Grand Order
Team comps, NP timing, and event farming routes
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
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.