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
Deep empire optimisation over a hidden map against mappable AI.

Optimization · Pure Optimization
A wrestling-promotion management sim testing booking, finance, and roster strategy.
Sid Meier's Civilization IV leans Optimization (Pure Optimization); Total Extreme Wrestling 2013 leans Optimization (Pure Optimization).
Total Extreme Wrestling 2013 leans a little harder on execution, though the gap is small.
Sid Meier's Civilization IV
Turn-based clicks have no physical ceiling
Total Extreme Wrestling 2013
Menu management, no physical input
Total Extreme Wrestling 2013 leans a little harder on reads, though the gap is small.
Sid Meier's Civilization IV
Human multiplayer adds diplomacy reads; AI is mappable
Total Extreme Wrestling 2013
Rival promotions react via simulation, not modeling you directly
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Sid Meier's Civilization IV
Map generation and unrevealed terrain drive early decisions
Total Extreme Wrestling 2013
Match ratings and pop swings carry simulation randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Sid Meier's Civilization IV
Tech paths, tile yields and expansion math dominate outcomes
Total Extreme Wrestling 2013
Booking, finances and roster strategy define success
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.