head to head
Borderlands 2 asks more than Going Medieval, and the gap is execution.

Optimization · Systems & Chaos
Loot-shooter RPG built on gear chasing.

Optimization · Systems & Chaos
Constructing and defending a medieval fortress colony through randomised events and deep production chains.
Borderlands 2 leans Optimization (Systems & Chaos); Going Medieval leans Optimization (Systems & Chaos).
Borderlands 2 leans clearly harder on execution.
Borderlands 2
Aim matters but generous hit feel
Going Medieval
Pause-enabled management has no twitch component
Borderlands 2 leans a little harder on reads, though the gap is small.
Borderlands 2
Enemies are scripted loot fodder
Going Medieval
Raider AI follows scripted attack patterns and frequencies
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Borderlands 2
Procedurally generated weapon drops vary
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.
Borderlands 2
Skill trees and gear math heavily solved
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.