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 solvable type-matchup system wrapped in collection and light RNG.

Optimization · Pure Optimization
Optimising colonial economy and revolution timing on an unknown map.
Pokémon Blue Version leans Optimization (Pure Optimization); Sid Meier's Civilization IV: Colonization 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.
Pokémon Blue Version
Menu battles have no physical component
Sid Meier's Civilization IV: Colonization
Turn-based clicks - no physical layer
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Pokémon Blue Version
Trainer AI is fixed; only link battles add fleeting prediction
Sid Meier's Civilization IV: Colonization
AI rivals follow mappable tendencies
Sid Meier's Civilization IV: Colonization leans a little harder on variance, though the gap is small.
Pokémon Blue Version
Encounter rolls, catch rates and crits add mapped randomness
Sid Meier's Civilization IV: Colonization
Map generation and exploration hide early information
Sid Meier's Civilization IV: Colonization leans a little harder on optimization, though the gap is small.
Pokémon Blue Version
Type chart and team building make the campaign solvable
Sid Meier's Civilization IV: Colonization
Colony economy, specialists and independence timing 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.