7 Wonders is a drafting game disguised as a civilisation builder. Your final score depends less on what you build and more on what you deny your neighbours.
The colour you pick in Age I sets up everything that follows. Brown and grey (resources) make the next two ages cheaper but score zero points on their own. Yellow (commerce) is the most flexible — it pays back resource costs, gives you trade flexibility, and unlocks some of the highest-scoring yellow cards in Age III. If you're new, lean yellow.
Always watch what you pass left and right. If your left neighbour is hoarding green (science), don't pass them more green — even if you don't need it yourself. Passing a key science symbol can swing 10+ end-game points. The same rule applies to military.
Wonders are often built for the bonus, not for the points. The Lighthouse of Alexandria's free resource is far more valuable in Age I than its eventual victory points. Always read your wonder's stages early — some are worth racing, others are nearly throwaway.