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

Optimization · Pure Optimization
The 2002 Total War pairing turn-based medieval empire management with massive real-time battles.

Optimization · Pure Optimization
A real-time tabletop tactics game testing positioning and cooldown management.
Medieval: Total War leans Optimization (Pure Optimization); Wartile 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.
Medieval: Total War
Real-time battle control rewards quick unit handling
Wartile
Real-time cooldown timing adds light dexterity demand
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Medieval: Total War
Multiplayer battles add human feints; campaign AI is scripted
Wartile
AI enemies are scripted; no adaptive opponent to read
Wartile leans a little harder on variance, though the gap is small.
Medieval: Total War
Battle dice, loyalty and event cards add noise
Wartile
Card draws and combat rolls inject randomness
Medieval: Total War leans a little harder on optimization, though the gap is small.
Medieval: Total War
Campaign economy and battlefield doctrine are deeply learnable
Wartile
Positioning figurines and timing ability cooldowns is the core
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.