head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Pure Optimization
The classic AD&D CRPG where party planning beats dice luck over time.

Optimization · Systems & Chaos
Constructing and defending a medieval fortress colony through randomised events and deep production chains.
Baldur's Gate leans Optimization (Pure Optimization); Going Medieval leans Optimization (Systems & Chaos).
Baldur's Gate leans a little harder on execution, though the gap is small.
Baldur's Gate
Pause-and-play needs minimal dexterity.
Going Medieval
Pause-enabled management has no twitch component
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Baldur's Gate
Scripted encounters, no adaptation.
Going Medieval
Raider AI follows scripted attack patterns and frequencies
Going Medieval leans a little harder on variance, though the gap is small.
Baldur's Gate
AD&D dice rolls throughout.
Going Medieval
Settler traits, weather, and plague events carry meaningful randomness
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Baldur's Gate
Party builds and encounter prep solvable.
Going Medieval
Fortress design, food supply chains, and research order are richly solvable
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.