head to head
Teamfight Tactics asks more than Civilization V, and the gap is variance.

Optimization · Pure Optimization
Optimizing city placement, social policies, and victory routing under randomized map unknowns.

Optimization · Systems & Chaos
An autobattler decided by economy curves and shop variance management.
Civilization V leans Optimization (Pure Optimization); Teamfight Tactics leans Optimization (Systems & Chaos).
Civilization V leans a little harder on execution, though the gap is small.
Civilization V
UI actions need no precision; speed is not a factor
Teamfight Tactics
No mechanical inputs of note
Teamfight Tactics leans a little harder on reads, though the gap is small.
Civilization V
AI follows scripted personalities, not genuine player modelling
Teamfight Tactics
Scout opponents but no live adaptation
Teamfight Tactics leans clearly harder on variance.
Civilization V
Random starts, barbarian spawns, and goody huts create hidden unknowns
Teamfight Tactics
Shop rolls and augment offerings swing lobbies
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Civilization V
Hex placement, social policies, and victory routing are fully solvable
Teamfight Tactics
Econ curves, positioning, and comps are near-solved
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.