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
Turn-based economic and unit-counter planning across mythological factions.

Optimization · Pure Optimization
Base-building strategy game about optimizing upgrade economy and raid compositions.
Age of Empires: Mythologies leans Optimization (Pure Optimization); Clash of Clans 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.
Age of Empires: Mythologies
Turn-based input removes any dexterity test
Clash of Clans
Troop drop placement is forgiving
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Age of Empires: Mythologies
Human multiplayer rewards some prediction; campaign AI is mappable
Clash of Clans
Base layouts anticipate human attackers' habits
Clash of Clans leans a little harder on variance, though the gap is small.
Age of Empires: Mythologies
Fog of war hides enemy positions temporarily
Clash of Clans
Matchmaking and unseen traps add uncertainty
Clash of Clans leans a little harder on optimization, though the gap is small.
Age of Empires: Mythologies
Unit counters, economy and god powers reward deep planning
Clash of Clans
Army comps, upgrade paths, and attack routing
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.