The Dragons setting is quite general, and can be used from everything from world-spanning technothrillers to low-key conflicts in central Asia. The large conflict between the internationalists and nationalists may be a backdrop or the driving force of the plot.
The campaign I ran was instead a form of superhero game, although the 'hero' part turned out to be rather microscopic. It was somewhat hard sf, but with enough leeway to let the characters and their opponents to do strange things. I think some GMs might feel it is different in tone and style from the rest of the world description and would like to leave it out. Others might perhaps prefer the campaign ideas and disregard the world.