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 tactical RPG where a treasure hunter leads stacked armies through hex battles across a fairy-tale world.

Optimization · Pure Optimization
The 1996 landmark 4X where you guide a civilization from antiquity to the space race.
King's Bounty: The Legend leans Optimization (Pure Optimization); Sid Meier's Civilization II 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.
King's Bounty: The Legend
Turn-based, no physical demands
Sid Meier's Civilization II
Turn-based clicking only
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty: The Legend
Enemy stacks follow predictable AI scripts
Sid Meier's Civilization II
AI civs are exploitable scripts, not adaptive rivals
Sid Meier's Civilization II leans a little harder on variance, though the gap is small.
King's Bounty: The Legend
Item shops and map seeds vary slightly
Sid Meier's Civilization II
Random maps and hut rolls inject early uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
King's Bounty: The Legend
Army composition and no-loss tactics dominate entirely
Sid Meier's Civilization II
City spacing, trade routes and tech paths are deeply 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.