Strategy for Alexandria
This wonder allows you to get extra raw materials, which opens the door to any strategy. This also allows you to delay committing to a particular strategy until you see what everyone else is doing. This lends well to a blue cards, supplemented by red, build first two parts of the wonders as fast as possible.
Day Side – to complete all three levels you need 2 clay, 2 ore, and 2 glass. Military goes well with the stone and ore, but if your neighbor is going for military then pivot to scientific.
Strengths: Resources, Wonder building.
Weakness: Steep resource requirements.
Era 1: Stone and ore resources. You need these to build the first and second part of the wonder if possible.
Era 2: Try to get the foundry, aqueduct, and enough military to score points. Resources to complete first and second part of the wonder if not already done.
Era 3: Go for the Palace, and enough military. Having ore and stone will help allow you to build the craftsman guild. Having Ore and stone lend well to military structures.
Side B
Era 1: Work to build the first part of the wonder. Try to pick up a military structure. Cards to look for in the first era in no particular order: mine, stone pit, ore vein, loom, east or west trading post, marketplace, tavern, workshop, barracks.
Era 2: Foundry, Quarry, Aqueduct, and enough military to score points, resources to build second and third part of the wonder. Cards to look for in Era 2: Foundry, Quarry, Caravansary, Forum, Library, Dispensary, Laboratory, Training Ground, and Walls.
Era 3: Palace, military to score points, and strategist guild. Cards to look for in Era 3: Town Hall, Senate, Craftsman Guild, Arena, Lighthouse, Circus, and Fortifications.