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
An original RPG system where engagement optimization and passive-stacking theory dominate hard-mode encounters.

Optimization · Pure Optimization
Engineering a beaver colony's water and food systems to survive scheduled drought cycles at growing scale.
Pillars of Eternity leans Optimization (Pure Optimization); Timberborn leans Optimization (Pure Optimization).
Pillars of Eternity leans a little harder on execution, though the gap is small.
Pillars of Eternity
Real-time-with-pause removes all twitch pressure from the player
Timberborn
Construction and management require no physical precision
Pillars of Eternity leans a little harder on reads, though the gap is small.
Pillars of Eternity
All AI opponents use fixed scripted behaviour trees
Timberborn
No adversary exists; droughts are scheduled, not adaptive
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
Hidden enemy immunities and ability distributions require investigation
Timberborn
Map seed and drought timing carry moderate session-level randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Pillars of Eternity
Per-encounter ability management and passive stacking define trial-of-iron mastery
Timberborn
Water management, district planning, and beaver worker routing are the engineered core
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.