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

Optimization · Pure Optimization
Designing ships and spreading influence across a randomly generated galaxy through deep optimization.

Optimization · Pure Optimization
Deep empire optimisation over a hidden map against mappable AI.
Galactic Civilizations III leans Optimization (Pure Optimization); Sid Meier's Civilization IV leans Optimization (Pure Optimization).
Galactic Civilizations III leans a little harder on execution, though the gap is small.
Galactic Civilizations III
Fully turn-based; no physical skill axis
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.
Galactic Civilizations III
AI races have static personalities and no adaptive opponent modelling
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.
Galactic Civilizations III
Random galaxy layouts and events add manageable unknowns
Sid Meier's Civilization IV
Map generation and unrevealed terrain drive early decisions
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Galactic Civilizations III
Ship design, influence spreading, and tech tree form a deep optimization puzzle
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.