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

Optimization · Pure Optimization
Tests squad-building and lane positioning in a tactics system that rewards deep planning.

Optimization · Pure Optimization
Grand strategy wargame mixing turn-based empire play with real-time battles.
Grand Kingdom leans Optimization (Pure Optimization); Medieval II: Total War 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.
Grand Kingdom
Timed inputs in battle are forgiving
Medieval II: Total War
real-time battle micro is modest
Grand Kingdom leans a little harder on reads, though the gap is small.
Grand Kingdom
Online war pits you against other players' AI-run squads
Medieval II: Total War
campaign AI is exploitable and mappable
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Grand Kingdom
Enemy squad compositions are hidden until engagement
Medieval II: Total War
fog of war and event triggers hide some state
Medieval II: Total War leans a little harder on optimization, though the gap is small.
Grand Kingdom
Squad formation, positioning and gear are deeply solvable
Medieval II: Total War
economy, unit counters, and campaign map strategy dominate
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.