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 · Systems & Chaos
Navigating AP-driven cover-and-overwatch combat while optimizing a mercenary island campaign.

Optimization · Pure Optimization
Using stealth-phase positioning to construct optimal ambushes against scripted patrols.
Jagged Alliance 3 leans Optimization (Systems & Chaos); Mutant Year Zero: Road to Eden 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.
Jagged Alliance 3
Overwatch arc placement and AP budgeting require spatial discipline
Mutant Year Zero: Road to Eden
Stealth positioning before combat demands spatial precision
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Jagged Alliance 3
Enemy AI is scripted; no faction adapts to your broader strategy
Mutant Year Zero: Road to Eden
Enemies patrol fixed routes; no adaptive opponent modeling
Jagged Alliance 3 leans a little harder on variance, though the gap is small.
Jagged Alliance 3
Hit percentages, morale checks, and random patrol timing create variance
Mutant Year Zero: Road to Eden
Hit chances and mutation procs introduce meaningful RNG
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Jagged Alliance 3
Merc hiring, sector control routing, and weapon modding are the optimization core
Mutant Year Zero: Road to Eden
Stalker trait loadouts and pre-combat positioning are tight optimization puzzles
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.