head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is reads, and it is a single point.

Optimization · Pure Optimization
A castle-building strategy game where economic optimization and defense planning is the whole test.

Optimization · Pure Optimization
A Dungeon Keeper successor about building an evil lair and crushing do-gooders.
Stronghold leans Optimization (Pure Optimization); War for the Overworld 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.
Stronghold
minimal, mostly clicking and management
War for the Overworld
Mouse-driven dungeon management; light APM demand
War for the Overworld leans a little harder on reads, though the gap is small.
Stronghold
AI opponents are scripted, minor prediction
War for the Overworld
Skirmish humans adapt; campaign AI is scripted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Stronghold
minor resource and raid randomness
War for the Overworld
Enemy dungeon layout hidden until scouted
Stronghold leans a little harder on optimization, though the gap is small.
Stronghold
economy and castle-building near-solvable
War for the Overworld
Room economy, minion synergy, and build order dominate
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.