the reason why i started this thread is because the poll had half of the people build a sout and the other half something else. The reasons for building a scout do not seem that advantageous to me versus something else. Now that I am reading a scout opening depends on what diff u play on, which is hardly discussed, so finding out why people swear that a scout is the best opening move will help me understand why its so important to build.
I had no intension to join the argument, because at first this thread looked like another crusade against consensus just for the sake of it. But if you really want to understand why it is so important, that's a different story.
You don't have much of a case, since the thesis it's base on is wrong. You cannot compare starting warrior to hard built scout. They are not interchangeable, but complement each other while exploring simultaneously. By building a scout you get second explorer, not just an explorer. Initial warrior has his hands full too. He explores in different direction, also finds ruins, barb camps, CS's, steals a worker and discovers some of the neighbors and a good portion of close by territory before pulled back. If he is pulled back. This way you meet twice as many civs, twice as many CS's, get twice as bigger chance to hit a ruin, twice as much land explored before settling second city. Meeting other civs is crucial. Due to science bonus and early trade opportunities. Early trade means early cash, which leads to early worker, which leads to early improvements which lead to more early cash -> rush bought settler/libraries/temples etc. Sometimes it also allows to bribe AI into war with each other and save your unprotected behind from upcoming DoW danger.
Let's examine the alternatives.
1) Monuments first
The main argument here - more culture and earlier policies.
2 typical scenarios. The worst case - start on plains/grassland with only food tiles worked at first and an average case - start on hill or deer/wheat hex in immediate ring, second tile is food only.
When you build monuments first it's done by turns 8/10, Liberty opener t13/15, Collective Rule t21/22;
Scout first: scout t5/7, monument t13/17, Liberty opener t17/19, Collective Rule t24/27;
In the worst possible scenario you'll get your settler out 5 turns later than when starting with monument. You have to send him without escort, since the warrior is too far away exploring, or you give up exploration almost entirely until you settle.
The more productive your start is, the more negligible 25

are and hence the lesser the difference between two build orders.
2) Worker first
In average case hard built worker is out around turn 15.
You start working on monument significantly later than when building scout first. Which leads to later policies.
Having both scout and warrior out almost guarantees you meet someone by turn 15 and by taking a loan purchase the worker around the same time. On top of that, some 10 or so turns later with both guys you're almost guaranteed to steal another worker from CS. So by turn 25 you have 2 workers without delaying monument for 15 turns.
3) Warrior first
This one is really silly. Regardless whether the second warrior is used for scouting or for farming barbs. If the former is true - scout is cheaper, pure waste of hammers.
If the latter - how many camps you can grab so early? 2? 50

net gain while sacrificing exploration with all its benefits completely? For the price of one OB? No CS's, no stolen workers, no science bonus. Not even close is a major understatement in this case.
And difficulty, indeed, doesn't matter. Lower difficulties are simply more forgiving for taking non-optimal approaches, that's all.