1. One of the benefits of the new civic mechanism is the many different types of combinations and synergies available. However, some of the most frequently used civics combos are...
- Vassalage/Theocracy: Often called the "War Civics" because they grant units additional XPs. If you own the Pyramids, you can combine them with Police State early on to speed up unit production as well.
- Representation/Caste System/Mercantilism/Pacifism: Sometimes called the "Great People" or "Specialist Economy" combo. CS lets you run as many scientists, merchants, or artists as your cities can manage, Mercantilism gives you one extra specialist in each city, Rep gives you +3
per specialist, and Pacifism doubles the GP point generation in each city. A very powerful combination, especially if you built/captured the Pyramids to be able to run Rep early on.
- Universal Suffrage/Free Speech/Emancipation: In contrast, this is the Cottage Economy combo. US gives you +1
per town, FS increases cottage revenue, and Emancipation makes new cottages grow faster.
- Police State/Nationalism/Free Religion: This is the anti-war weariness combo. Police State reduces WW by 25%, Nationalism gives you +2
for barracks, and FR gives you +1
for each religion a city has.
2. Early and mid-game wonders are challenging. You have a very small empire, hammers are hard to come by, and climbing up the tech tree is a challenge. You should only pursue a very small number of these early wonders. Having that focus will, in and of itself, help, because you can then streamline your efforts.
Part of your pursuit should be based upon the map. Do you have a wonder-accelerating resource such as stone or marble available? If so, wonders accelerated by that resource become more attainable (while in contrast, those sped by resources you don't have become less attractive). Also, will the wonder have good synergy with the map? If you're inland on a large continent, then neither the Colossus nor the Great Lighthouse are going to do you much good. In addition, the map may put you on a path to certain wonders. If you have a lot of marginal tundra near you--classic barb-spawning country--then you might want to try to build the Great Wall.
Finally, wonders are nice, but not essential. I've run a specialist economy without the Pyramids, I've won the Liberalism race without the Great Library, and I've gained a tech lead without the Oracle. So don't fret too much if you don't build the chosen wonder--you can still win the game without it.