Summa summarum, a balanced strategy wins in a balanced game

Doing some quick math here:
Food:
Over the course of the game, players need 192 Food. As a group, they start with 16.
If all players claim a river valley plot at the beginning and equip a Food MULE on it, they will produce an average of 192 Food, so if everyone plays it safe and develops their own Food, there will be plenty.
But how often do you see this happen? Inevitably, there's at least one Pest Attack, Fire in Store, Energy shortage which leaves a Food plot unpowered, a random variation which causes a player to underproduce, or most commonly, someone chooses to buy from the market rather than make their own so they can more vigorously pursue another good (Smithore, usually).
Energy:
If we assume players as a group get 4 Plots per round, and we also assume (wrongly) that they're all non-Energy plots, then the total Energy demand over the course of the game would be:
4 + 8 + 12 + 16 + 20 + 24 + 32 + 36 + 40 + 44 + 44 = 280.
However, this value could be overestimated because players usually try to equip their own Energy MULEs at some point, even temporarily. They also may run into situations where plots are left undeveloped due to MULE/Smithore costs.
However, this value could be underestimated because there's lots of opportunities for players to acquire land more rapidly than one per round.
Energy Sunspots and Fire in Store can directly affect the supply of Energy, as well as players' choices to pursue the two consistently high-value resources (Crystite and Smithore).
Point being made here is...there's lots of uncertainty in the Food / Energy markets, which players can easily exploit if they're smart about it and can keep an eye on supply/demand levels. Both of those resources are free to spike and plummet (they don't have the D/S ratio caps that Smithore does) in extreme cases.
The best players are the ones who can project a turn or two ahead, keep a neuron or two on knowing what the remaining global events are and how many times they are "in the deck", and so they are able to quickly convert their MULEs to whatever will be needed on any given turn.
Smithore gets you to the top of the rankings (it is more valuable than Food/Energy on the whole, global events notwithstanding), Crystite keeps you there (riskier than Smithore but twice as valuable on average), and Food/Energy can make the difference if you can read the signs the game is giving you.