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 2001 Civilization entry that introduced culture, strategic resources and refined empire micromanagement.
Frostpunk leans Optimization (Pure Optimization); Sid Meier's Civilization III 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 III
No dexterity in a turn-based interface
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 III
AI personalities are fixed and mappable
Sid Meier's Civilization III leans a little harder on variance, though the gap is small.
Frostpunk
Scenario events and weather pulses add tension.
Sid Meier's Civilization III
Random maps, resources and combat rolls matter early
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 III
Corruption math, worker turns and culture borders reward deep optimization
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.