Gamorium's take

WWII squad-tactics RTS where cover micro, sector pressure, and doctrine counters form an interlocking test.
the cheat-test profile
Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.
cheat: Aimbot - perfect inputs
Infantry cover micro and suppression-break timing are precise demands
cheat: Out-predict an adaptive opponent
Opponent sector pushes and doctrine choices must be predicted
cheat: See what's hidden / map the RNG
Reinforcement point capture variance and munitions drops add uncertainty
cheat: A perfect solver / coach
Resource point priority and doctrine selection are learnable systems
Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.
These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.
The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.
Ranked by shared genre first, then by how closely the cheat-test profile matches - a cross-genre tag means a pick matched on skill profile alone.

Age of Empires II: The Age of Kings
Grand Arena · real-time strategy