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 fantasy strategy game where economy and army optimization decide games.

Optimization · Pure Optimization
Deep empire optimisation over a hidden map against mappable AI.
Might & Magic Heroes VII leans Optimization (Pure Optimization); Sid Meier's Civilization IV leans Optimization (Pure Optimization).
Might & Magic Heroes VII leans a little harder on execution, though the gap is small.
Might & Magic Heroes VII
no reflex demand, turn-based strategy
Sid Meier's Civilization IV
Turn-based clicks have no physical ceiling
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Might & Magic Heroes VII
human opponents can be out-maneuvered strategically
Sid Meier's Civilization IV
Human multiplayer adds diplomacy reads; AI is mappable
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Might & Magic Heroes VII
combat rolls and map resource randomness
Sid Meier's Civilization IV
Map generation and unrevealed terrain drive early decisions
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Might & Magic Heroes VII
army building and economy optimization dominate
Sid Meier's Civilization IV
Tech paths, tile yields and expansion math dominate outcomes
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.