While someone’s political beliefs are highly multi-dimensional, there are two axes that are commonly used to define where someone sits:
- Economy - Left is favouring social responsibility for people receiving economic support (supporting people to meet their basic needs is everyone’s collective responsibility), while right is favouring individual responsibility (meeting your basic needs is your responsibility, and if you die because you can’t, even if it is due to something outside of your control, tough luck).
- Social liberties - Social Libertarian is favouring individual decisions on anything not related to the economy / rights of others, while Social Authoritarianism supports government restrictions on social liberties.
Since there are independent axes, there are four quadrants:
- Socially liberal, Economic left - e.g. Left Communism, Social Democrat, most Green parties, etc…
- Socially authoritarian, Economic left - e.g. Stalin, Mao. Tankie is a slang term for people in this quadrant.
- Socially liberal, Economic right - Sometimes called libertarian. Some people with this belief set call themselves Liberal in some countries.
- Socially authoritarian, Economic right - e.g. Trump. Sometimes called conservatives.
That said, some people use tankie as cover for supporting socially authoritarian, economic right but formerly economic left countries(e.g. people who support Putin, who is not economically left in any sense).
















That’s a false dichotomy though. There are ways to prevent cheating that don’t rely on the security of the client against the owner of the device on which the client runs (which is what both of what your ‘ways’ are).
For one thing, it has long been a principle of good security to validate things on the server in a client-server application (which most multi-player games are). If they followed the principle of not sending data to a client that the user is not allowed to see, and not trusting the client (for example, by doing server-side validation, even after the fact, for things which are not allowed according to the rules of the game), they could make it so it is impossible to cheat by modifying the client, even if the client was F/L/OSS.
If they really can’t do that (because their game design relies on low latency revelation of information, and their content distribution strategy doesn’t cut it), they can also use statistical server-side cheat detection. For example, suppose that a player shoots within less than the realistic human reaction time of turning the corner when an enemy is present X out of Y times, but only A out of B times when no enemy is present. It is possible to calculate a p-value for
X/Y - A/B(i.e. the probability of such an extreme difference given the player is not cheating). After correcting for multiple comparisons (due to multiple tests over time), it is possible to block cheaters without an unacceptable chance of false positives.