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

Optimization · Pure Optimization
A turn-based tactics game testing unit positioning and ability sequencing.
Clash of Clans leans Optimization (Pure Optimization); Tom Clancy's Ghost Recon: Shadow Wars 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
Tom Clancy's Ghost Recon: Shadow Wars
Selecting units on a grid demands no twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Clash of Clans
Base layouts anticipate human attackers' habits
Tom Clancy's Ghost Recon: Shadow Wars
AI follows turn-based tactical scripts, not adaptive prediction
Clash of Clans leans a little harder on variance, though the gap is small.
Clash of Clans
Matchmaking and unseen traps add uncertainty
Tom Clancy's Ghost Recon: Shadow Wars
Hit chances add small randomness to combat
Tom Clancy's Ghost Recon: Shadow Wars leans a little harder on optimization, though the gap is small.
Clash of Clans
Army comps, upgrade paths, and attack routing
Tom Clancy's Ghost Recon: Shadow Wars
Positioning, ability synergy and turn planning is the game
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.