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
Managing dice-roll risk across randomly generated maps with careful party planning.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
For the King 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.
For the King
Turn-based slot rolls need no dexterity
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.
For the King
Enemies follow simple deterministic combat AI
X-COM: UFO Defense
Alien AI is scripted, never adaptive
For the King leans a little harder on variance, though the gap is small.
For the King
Dice-roll combat and random maps dominate single runs
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.
For the King
Focus economy, routing and loadout play beat the odds
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.