Terraforming Mars rewards players who think of the game as an engine first and a scoring race second. In the opening generations you have very little money and even less production, so the strongest openings pour resources into green cards that raise your output of megacredits, steel, titanium, plants, energy, and heat. A corporation that spends its first two or three generations building production will out-accelerate a rival who chases flashy point cards too early, because compounding income lets you play more projects every round.
Your terraforming rating deserves constant attention. It is not only the tiebreaker at the end of the game, it is also income every generation, so each step up the track pays you back repeatedly. Raising temperature, adding oxygen, and placing ocean tiles all bump your rating, and many of the best value plays do two useful things at once, such as an ocean placement that also grants a bonus of plants or cards from the space beneath it.
Card selection during the research phase is where quiet games are won and lost. It is tempting to keep everything, but at 3 MC per card that habit will starve your engine. Learn to fold cards whose requirements you will never reach and to hold high-impact cards until the global parameters make them cheaper or stronger. Card tags matter too, since science, building, and space tags unlock later projects, milestones, and awards.
As the parameters approach their limits, shift your mindset from building to cashing out. The final generations should convert stored heat into temperature, dump plants into greeneries for oxygen and points, and lock in any milestone or award you can reach. Adjacency bonuses from clustered greeneries and cities add up faster than newcomers expect.
Above all, read the pace of the table. If the parameters are filling quickly, a runaway engine may never get to fire, so a leaner point-focused plan can beat a beautiful but slow production build. Adjust your ambitions to the tempo of the specific game in front of you.