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 genre-defining loot ARPG whose builds, runes, and trade economy players still optimize decades later.

Optimization · Systems & Chaos
Constructing and defending a medieval fortress colony through randomised events and deep production chains.
Diablo II leans Optimization (Pure Optimization); Going Medieval leans Optimization (Systems & Chaos).
Diablo II leans a little harder on execution, though the gap is small.
Diablo II
Positioning and potion reflexes, little else physical
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.
Diablo II
Monster AI is fully mappable
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.
Diablo II
Loot RNG and random maps drive the grind
Going Medieval
Settler traits, weather, and plague events carry meaningful randomness
Diablo II leans a little harder on optimization, though the gap is small.
Diablo II
Builds, breakpoints, rune economy, magic-find routing are the game
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.