Gamorium's take

A tactical turn-based MMORPG layering player politics and ecology over solvable grid combat.
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
Turn-based tactics; hands are irrelevant.
cheat: Out-predict an adaptive opponent
PvP and nation politics involve outguessing real people.
cheat: See what's hidden / map the RNG
Combat rolls and ecosystem states add uncertainty.
cheat: A perfect solver / coach
Builds, positioning lines, and the player economy reward solving.
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.