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.

Optimization · Pure Optimization
A survival city builder driven by harsh resource and law optimization.

Optimization · Pure Optimization
The 1996 landmark 4X where you guide a civilization from antiquity to the space race.
Frostpunk leans Optimization (Pure Optimization); Sid Meier's Civilization II 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.
Frostpunk
Pausable strategy with no input precision.
Sid Meier's Civilization II
Turn-based clicking only
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Frostpunk
No adaptive opponent in the survival city.
Sid Meier's Civilization II
AI civs are exploitable scripts, not adaptive rivals
Sid Meier's Civilization II leans a little harder on variance, though the gap is small.
Frostpunk
Scenario events and weather pulses add tension.
Sid Meier's Civilization II
Random maps and hut rolls inject early uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Frostpunk
Resource routing, laws, and heat are solvable.
Sid Meier's Civilization II
City spacing, trade routes and tech paths are deeply 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.