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 · Systems & Chaos
Managing RNG-driven combat while solving the underlying base economy and research tree.
Jagged Alliance 3 leans Optimization (Systems & Chaos); XCOM: Enemy Unknown leans Optimization (Systems & Chaos).
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
XCOM: Enemy Unknown
Turn-based; no twitch inputs; cover placement has mild 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
XCOM: Enemy Unknown
Aliens follow scripted AI, never model your specific habits
XCOM: Enemy Unknown leans a little harder on variance, though the gap is small.
Jagged Alliance 3
Hit percentages, morale checks, and random patrol timing create variance
XCOM: Enemy Unknown
Hit chances, crit rolls, and mission spawns create constant RNG swings
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
XCOM: Enemy Unknown
Squad composition, research order, and base economy are 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.