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
Grand strategy wargame mixing turn-based empire play with real-time battles.

Optimization · Pure Optimization
A grand strategy game of conquering ancient China by managing hundreds of officers and painting the map your color.
Medieval II: Total War leans Optimization (Pure Optimization); Romance of the Three Kingdoms XIV leans Optimization (Pure Optimization).
Medieval II: Total War leans a little harder on execution, though the gap is small.
Medieval II: Total War
real-time battle micro is modest
Romance of the Three Kingdoms XIV
Turn-based menus, zero dexterity
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Medieval II: Total War
campaign AI is exploitable and mappable
Romance of the Three Kingdoms XIV
AI warlords follow learnable behavior patterns
Medieval II: Total War leans a little harder on variance, though the gap is small.
Medieval II: Total War
fog of war and event triggers hide some state
Romance of the Three Kingdoms XIV
Officer events and AI moves add light fog
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Medieval II: Total War
economy, unit counters, and campaign map strategy dominate
Romance of the Three Kingdoms XIV
Territory painting, officer assignment, and logistics are deeply 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.