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
A 1994 Sid Meier strategy game about building colonial economies and winning independence.
Frostpunk leans Optimization (Pure Optimization); Sid Meier's Colonization 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 Colonization
Turn-based; hands irrelevant
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 Colonization
Royal and rival AI behave on fixed schedules
Sid Meier's Colonization leans a little harder on variance, though the gap is small.
Frostpunk
Scenario events and weather pulses add tension.
Sid Meier's Colonization
Random New World maps and native placement vary starts
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 Colonization
Production chains and liberty-bell timing are a solvable economy
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.