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
WWII grand strategy: templates, production, and focus paths.

Optimization · Pure Optimization
An esports management sim testing draft composition and synergy optimization.
Hearts of Iron IV leans Optimization (Pure Optimization); Teamfight Manager leans Optimization (Pure Optimization).
Hearts of Iron IV leans a little harder on execution, though the gap is small.
Hearts of Iron IV
pausable, micromanagement-heavy
Teamfight Manager
No twitch input; you only manage, not play
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Hearts of Iron IV
PvP partly, mostly scripted AI
Teamfight Manager
Pick/ban against opponent tendencies adds light prediction
Teamfight Manager leans a little harder on variance, though the gap is small.
Hearts of Iron IV
focus tree branches, events
Teamfight Manager
Match outcomes and meta shifts carry randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Hearts of Iron IV
division templates and production solved
Teamfight Manager
Drafting comps and player synergy is the solvable core
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.