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
Open-ended space simulation of trading, station-building and faction warfare.
Medieval II: Total War leans Optimization (Pure Optimization); X4: Foundations leans Optimization (Pure Optimization).
X4: Foundations leans a little harder on execution, though the gap is small.
Medieval II: Total War
real-time battle micro is modest
X4: Foundations
Flying your own ship matters early, fleets later.
Medieval II: Total War leans a little harder on reads, though the gap is small.
Medieval II: Total War
campaign AI is exploitable and mappable
X4: Foundations
AI factions follow mappable economic logic.
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
X4: Foundations
Simulated wars create some unpredictability.
X4: Foundations leans a little harder on optimization, though the gap is small.
Medieval II: Total War
economy, unit counters, and campaign map strategy dominate
X4: Foundations
Station logistics and empire economics are a pure engine problem.
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.