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 football management sim testing tactics, squad building and club economics.

Optimization · Pure Optimization
A turn-based strategy game where building the optimal army and economy decides victory.
Football Club Simulator - FCS leans Optimization (Pure Optimization); Might & Magic: Heroes VI leans Optimization (Pure Optimization).
Football Club Simulator - FCS leans a little harder on execution, though the gap is small.
Football Club Simulator - FCS
Real-time orders, but no twitch ceiling
Might & Magic: Heroes VI
no real-time physical skill needed
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Football Club Simulator - FCS
Opponent managers offer light tactical prediction
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.
Football Club Simulator - FCS
Match outcomes and player form carry randomness
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.
Football Club Simulator - FCS
Squad building, tactics and club finances decide success
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.