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 wrestling-promotion management sim testing booking, finance, and roster strategy.
Clash of Clans leans Optimization (Pure Optimization); Total Extreme Wrestling 2013 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
Total Extreme Wrestling 2013
Menu management, no physical input
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
Total Extreme Wrestling 2013
Rival promotions react via simulation, not modeling you directly
Total Extreme Wrestling 2013 leans a little harder on variance, though the gap is small.
Clash of Clans
Matchmaking and unseen traps add uncertainty
Total Extreme Wrestling 2013
Match ratings and pop swings carry simulation randomness
Total Extreme Wrestling 2013 leans a little harder on optimization, though the gap is small.
Clash of Clans
Army comps, upgrade paths, and attack routing
Total Extreme Wrestling 2013
Booking, finances and roster strategy define success
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.