Plymouth
Plymouth is a WarChiefs map with an unusual starting economy: players begin with Pilgrims in place of the usual Villagers or Settlers, together with an Intrepid Turkey Scout and a Native Scout. The altered worker group and two specialized scouts make its opening different from a standard random map, so the first production and exploration decisions should follow the scenario’s actual starting setup.

Map character
Use the scouts to reveal the nearby terrain, resources and threats while the Pilgrims establish the economy. The Intrepid Turkey Scout has exceptional sight and can reveal stealth in its recorded profile; the Native Scout contributes additional exploration. Neither should be treated as an ordinary frontline army. Confirm which resources and objective sites are near the starting position before sending workers away.
What to scout
Take advantage of the early vision to choose a safe gathering route and learn where the opponent or map objectives lie. Protect the scouts so their information advantage lasts, and adapt the opening build to the number and type of Pilgrims provided. A build order written for a normal Settler start may reach production or an Age-up at a different time here.
Pilgrim opening and Huron center
Plymouth replaces the usual starting Villagers or Settlers with Pilgrims and supplies an Intrepid Turkey Scout and a Native Scout. If the Turkey Scout is killed, it leaves a Food crate, which makes the scout’s survival and timing a small economic decision as well as an exploration one. Four Huron villages occupy the center, and the map contains unusual Treasures such as pumpkin patches. A southern water area allows naval production but offers little strategic value in the source layout. Use the scouts to locate the Huron sites and central Treasures while Pilgrims begin gathering.