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

Optimization · Pure Optimization
A timer-and-spreadsheet 4X where officer math and resource pipelines decide everything.
Heroes of Might and Magic IV leans Optimization (Pure Optimization); Star Trek Fleet Command 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.
Heroes of Might and Magic IV
no real-time physical skill needed
Star Trek Fleet Command
Menu taps and timers - no hands required
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
Star Trek Fleet Command
Rival alliances raid and retaliate, mildly worth predicting
Heroes of Might and Magic IV leans a little harder on variance, though the gap is small.
Heroes of Might and Magic IV
combat rolls and map resources random
Star Trek Fleet Command
Loot rolls and unscouted systems add hidden information
Heroes of Might and Magic IV leans a little harder on optimization, though the gap is small.
Heroes of Might and Magic IV
army building and economy near-solvable
Star Trek Fleet Command
Officer synergies, ship tiers and resource pipelines are the real game
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.