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

Optimization · Pure Optimization
Turn-based football management testing squad building and tactical positioning against dice rolls.

Optimization · Pure Optimization
Deep empire optimisation over a hidden map against mappable AI.
Football, Tactics & Glory 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.
Football, Tactics & Glory
Fully turn-based - zero physical demand
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.
Football, Tactics & Glory
Online opponents add light prediction; AI is mappable
Sid Meier's Civilization IV
Human multiplayer adds diplomacy reads; AI is mappable
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Football, Tactics & Glory
Action dice rolls swing individual duels on the pitch
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.
Football, Tactics & Glory
Squad development, skills and turn tactics are the real game
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.