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
Pre-solving battles through ship design and deployment, then watching the answer play out.

Optimization · Pure Optimization
Long-horizon empire optimization over a randomly dealt but mappable map.
Gratuitous Space Battles leans Optimization (Pure Optimization); Sid Meier's Civilization leans Optimization (Pure Optimization).
Gratuitous Space Battles leans a little harder on execution, though the gap is small.
Gratuitous Space Battles
Battles run hands-off once deployed
Sid Meier's Civilization
Turn-based clicking, zero physical demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Gratuitous Space Battles
Async challenges exist but fleets cannot adapt mid-fight
Sid Meier's Civilization
AI leaders follow mappable personalities, not adaptive minds
Sid Meier's Civilization leans a little harder on variance, though the gap is small.
Gratuitous Space Battles
Unknown enemy loadouts add pre-battle hidden information
Sid Meier's Civilization
Map generation and combat rolls hide early information
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Gratuitous Space Battles
Ship design and deployment orders decide everything before combat starts
Sid Meier's Civilization
Tech routing, expansion and economy 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.