Those settings make a lot of atypical warmongers stronger. For instance, anyone with a strong knight or musketman specialty on that start could rush the tech and sweep a continent quick if you did it fast. Even Korea, with their Hwa'tcha's would be super strong as it has 50% vs. melee. Just build some catapults first to maintain the 50% vs. cities and you'll have units with both on them...they'll massacre armies as well as cities. And turtle ships would sweep the coastal cities.
If you want a classic medieval rush, Zulu will dominate on those settings. They practically start with their requisite impi tech. Just build an Ikanda first, then pump out as many impi as you want after getting a worker or two going. With their flank, extra movement, and cover bonuses, free spear throw, and extra exp they could probably conquer a continent before anyone else got caravels over to you. Don't even bother building settlers or CB's just kill everyone else and fill in the gaps afterward. THis is easy enough since Zulu get a 50% discount on melee support so you can field 2x the early army of anyone else. If you get to a walled defender with high pop you could probably still take them, but maybe one catapult to be sure. You didn't specify map size, but anything large (and maybe even huge) and down zulu will probably wipe out everyone on the continent before the era is over. And, unlike every other pikeman, they are head-to-head with musketman and maybe better with flanking and free throw and they upgrade straight to rifleman carrying all their upgrades to continue the carnage in the next era. Sick.