head to head
Tharsis asks more than X-COM: UFO Defense, and the gap is variance.

Variance · Systems & Chaos
Tests probability management as dice rolls repeatedly threaten a doomed Mars mission.

Optimization · Systems & Chaos
Seminal 1994 strategy game mixing global base management with brutal turn-based alien squad combat.
Tharsis leans Variance (Systems & Chaos); X-COM: UFO Defense leans Optimization (Systems & Chaos).
X-COM: UFO Defense leans a little harder on execution, though the gap is small.
Tharsis
Assigning dice needs no dexterity
X-COM: UFO Defense
Turn-based; only inventory clicking
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Tharsis
Disasters are random events, not an adapting mind
X-COM: UFO Defense
Alien AI is scripted, never adaptive
Tharsis leans clearly harder on variance.
Tharsis
Dice rolls and event draws brutally dominate each turn
X-COM: UFO Defense
Hit rolls, random maps, and unseen aliens punish constantly
X-COM: UFO Defense leans a little harder on optimization, though the gap is small.
Tharsis
Crew allocation and risk math are the counterplay
X-COM: UFO Defense
Base economy, research order, and tactical doctrine are masterable
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.