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The core systems tend to be more intuitive, in that when faced with a choice you do what seems to be sensible and it turns out well. It makes perfect sense that advancing up the tech tree is going to be important, so you prioritize campuses and their buildings, and that works within the game. Science is a core system. Religion is non-core. It can give you all sorts of nice things,and you will sometimes need some of the nice bonuses it can provide to defeat Deity, but at Settler you can do without it. That's good because it's not nearly as straightforward and intuitive as science.
The core systems are science and culture (because you have to move up the tech and civics trees), with gold and production needed in support. You prioritize districts and buildings accordingly. At Settler you can ignore districts and buildings that are parts of non-core systems,and never build a single encampment, entertainment district, holy site, or world wonder. Once you are pretty good at the core you can also ignore walls and spies, because you will defeat enemy armies in the open field before they get near your cities) and you will end the game before they can work up a good espionage game.
Before you get to deciding what districts and buildings to go for, of course you have to expand. That need and how to meet it is pretty intuitive. You win in the end by having more districts than your competitors, and for that you need more cities. You get more cities by getting settlers, or by getting military units to conquer a neighbor civ or two.
The earlier you expand, peacefully or by conquest, the better, because your cites take time to grow, and the number of districts a city can have is limited by their population size. Your ability to have them build the districts and their buildings is also limited by how much production they have. Food and production are therefore the two tile yields you have to pay attention to for your cities. Improving your tiles with builder charges can increase both food and production. Having tiles in your cities that have good yields, both before improvements and even more after them, is a function of choosing good sites for the cites you found by sending out settlers. There is a learning curve to that, but the basic idea is that you want sites with tiles that will yield both the food and production that are the foundation of doing whatever you need to do with that city after it has grown enough to be able to serve your overall strategy by producing the districts you need and their buildings.
Housing and happiness can limit growth and productivity, and aren't amazingly intuitive, but those subsystems can be picked up pretty easily as you go. The starting advice for housing is to settle preferentially on fresh water, and for happiness it is to work luxuries whenever you can.
Exploration gives you all sorts of other advantages, but its key role is to scout out good sites for peaceful expansion, and potential threats or conquest opportunities from neighbor civs. The starting advice is to explore out in all directions at least until you are blocked by city-states, neighbor civs, or impassable terrain, because that's the initial boundaries of where you can site your new cities.
Combat in the open field is pretty intuitive. Building more and better units to throw into combat is also the obvious way to do well in war. The starting advice for defense in particular, and open field warfare in general, is that ranged units tend to be the most useful, though they are best if you have some melee or anti-cav to ward off enemy melee and anti-cav. Conquering cities is not so intuitive, at least after the AI starts building walls, encampments, and its own ranged units, but at Settler you can most often avoid the need for conquest at all, or at least put it off until after your sound development game has gotten you ahead of the AI in unit quality and quantity. At that point you can pick up how to do conquest, with its finer points, because your tech and production yield has made the learning curve less subject to painful reverses. Most of us learn better from paying attention to inefficiencies in gaining success that we can improve upon, rather than by failure, but everyone's different.
A low pressure game means you can figure things out as you go without failure.
Try a custom game with the following settings:
I'd then focus on the easiest and most obvious win condition: domination victory (capture each opponents capital city). Choose Gilgamesh as your civ and just start cranking out War Carts at the beginning of the game. Flood your nearest neighbour with units until he's dead. Repeat for the win!
Play that scenario 2-3 times and you'll have a good feel for building stuff and controlling your military. At that point you can start playing for other win conditions and trying other civs.