Ok to a real scenario and AAR:
The Goal of Fuel Crisis is just to survive to 2120
(100 years which is 20 game turns). Which isn't easy. There'll be angry people mad about extinct walruses, loss of summer polar ice, rising sea levels, climate change, and energy shortages. Not to mention Thermonuclear War and the Four Horsemen!
OPENING STRATEGY:
I've played through this scenario a few times and rarely did well. Even if you do well, a regional nuclear war (e.g. Civ4 BTS scenario for a modern Russian civil war) can break out and supposedly causes the elimination of your Global Bureaucracy (darn Breeder Nuke plants leading to easy access of weapons grade nuke stuff).
The opener is pretty friendly. Everyone is in Entente mode, so there is reasonable support for Master GoodGame's plans. Energy shortages are mild (1-2%) and just beginning to be felt as limiting the economy. However things get out of control within a generation, between climate change and energy shortages. The main problem becomes carbon emissions (according to the game's scientific model) and rising demands of a rising population. Which leads to political unrest....which leads to war. The main way to deal with it is education and security in the developing world, while using the first world as a platform for research and policy.
In terms of the gameplay that means buying up lots of cards in North America and Europe, and a few cards in the most problematic, most populated areas. But I also gots to pay attention to the financial picture.
Basically, North America, China, and Europe are the top funders of my organization, so I'll be spending on their survival the most. Latin America, India, Japan, and the Middle East will be my secondary concerns. In the rest of the regions I'll just give token support to prevent them falling into nuclear civil war and out of poverty.
Tasks for this turn:
Establish a HQ in North America.
Establish technological research in Europe.
Establish political offices everywhere else.
Attempt to employ Cap and Trade of carbon emissions in the main polluting regions.
And checked the opening news: World pop at 7.3 billion, up 270 million/5 years. The growth seems centered in North and South Africa.
And the opening stats: Mean world temperature up 1 degree Celsius since the start of the Industrial Revolution (up 0.2 degrees in the past decade).
World GDP almost at $92 billion.
Buying Hands (Agents)
To buy cards, I have to buy hands (agents)...and they cost about $50 each or something. I go with:
Buying Cards
I have $238 to buy cards now. First I read the regional news.
The news in
North America: hunkey dorey except for slight energy shortages. I want a HQ up pronto, plus security, since Master GoodGame doesn't like awakening in the GEO penthouse suite to a lynching. I buy a political office (as infrastructure, not actually running for office) so I can purchase goons to resist tea party protesters and angry starving peoples. I also buy the project to make the GEO HQ in NYC. A project costs money every turn and isn't necessarily completed in a turn (kind of like a Civ-style Great Wonder).
The news in
Europe: comme ci comme ca, except for slight energy shortages. I buy a tech office so next turn I can start researching biotechnology so I can deploy magic grape juice and spinach that replaces corn ethanol and cures cancer. I also build a political office so I can deploy goons later. No point to build up a research park and let it be destroyed.
China: is pretty happy, excepting again growth is limited by slight energy shortage. Since their economy is runaway, I spend the remainder of my money on a tech office and political office so they can be modern and secure.
The rest of the world is in the same boat. The few places I don't have agents means I don't get intel reports on, just funding for now. Nothing to worry about...YET.