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
A turn-based strategy game where building the optimal army and economy decides victory.

Optimization · Pure Optimization
Optimizing Wielder builds and resource networks to project force in PvP or solo campaigns.
Heroes of Might and Magic IV leans Optimization (Pure Optimization); Songs of Conquest leans Optimization (Pure Optimization).
Songs of Conquest leans a little harder on execution, though the gap is small.
Heroes of Might and Magic IV
no real-time physical skill needed
Songs of Conquest
Turn-based throughout; no timing demands
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Heroes of Might and Magic IV
predicting human opponent strategy in PvP
Songs of Conquest
Human PvP multiplayer creates opponent prediction pressure
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Heroes of Might and Magic IV
combat rolls and map resources random
Songs of Conquest
Resource tile placement and battle spell procs add variance
Songs of Conquest leans a little harder on optimization, though the gap is small.
Heroes of Might and Magic IV
army building and economy near-solvable
Songs of Conquest
Wielder skill trees, unit stacking, and map control routing are the optimization 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.