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
Base-building strategy game about optimizing upgrade economy and raid compositions.

Optimization · Pure Optimization
Long-horizon resource and commander optimization with alliance-war prediction at the top end.
Clash of Clans leans Optimization (Pure Optimization); Rise of Kingdoms 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.
Clash of Clans
Troop drop placement is forgiving
Rise of Kingdoms
Tapping commands has no physical ceiling
Rise of Kingdoms leans a little harder on reads, though the gap is small.
Clash of Clans
Base layouts anticipate human attackers' habits
Rise of Kingdoms
Alliance wars involve outguessing rival players' timing and targets
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Clash of Clans
Matchmaking and unseen traps add uncertainty
Rise of Kingdoms
Commander pulls and event rolls gate progression
Clash of Clans leans a little harder on optimization, though the gap is small.
Clash of Clans
Army comps, upgrade paths, and attack routing
Rise of Kingdoms
Build queues, commander pairings and resource math 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.