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 tactical RPG solved through long-horizon build and class planning.

Optimization · Pure Optimization
A survival city builder driven by harsh resource and law optimization.
Fire Emblem: Three Houses leans Optimization (Pure Optimization); Frostpunk leans Optimization (Pure Optimization).
Fire Emblem: Three Houses leans a little harder on execution, though the gap is small.
Fire Emblem: Three Houses
Menu-driven, no mechanical bar
Frostpunk
Pausable strategy with no input precision.
Fire Emblem: Three Houses leans a little harder on reads, though the gap is small.
Fire Emblem: Three Houses
AI follows fixed aggression rules
Frostpunk
No adaptive opponent in the survival city.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Fire Emblem: Three Houses
Hit rates and crit RNG affect runs
Frostpunk
Scenario events and weather pulses add tension.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Fire Emblem: Three Houses
Class routing and build planning dominates
Frostpunk
Resource routing, laws, and heat are 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.