I personally don't ever build scouts. I just started building them a bit after being influenced by Sistuili's ALC series, but don't know that i'm convinced that they pay off considering the crucial nature of the opening game. if they make some big discoveries (a tech or two or mucho dinero, then they sure are worth, but i've never found anything to convince me of it)
w/alex, we'll start w/a scout and no defense, but i'm okay with building another one.
since we're all discussin opening strats . . .
I usually will go warrior first, unless i've got one and/or there's nearby tiles that i can improve immediately (which is the majority of the time), I then go worker first.
I know many say to wait until pop 2, but I don't think you gain all that much from waiting as it usually takes, say, 18 turns to build a worker, rather than 23 (not counting the turns you took to grow from pop1 to pop2). HOwevr, if i went warrior first, i'll usually build another while I grow to Pop2, and THEN start a worker.
In either case, i usually will chop out another worker, while building more warriors and/or a barracks, and then chop/whip a settler at pop4. I'm a big fan of the

[i.e., i always whip my monuments at Pop2 rather than chopping. You can have the city build some other bldg (e.g., barracks, library), and then swith to a monument hte turn before you go, and the crack that whip, give your back a slip /devo ]
tech-wise, though, i think perhaps mining > BW is the best move.
and all this assumes that Zophos checks back in, and knowing him as the lollygagger and daydreamer that he is (really, as all real estate moguls are), he probably won't

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