Whew.
It's...done.
Okay, so a few things up front. As I've said before, a major criticism I have of this mod so far is that, compared to the core game, all of the Technologies are, well, just that. All are just futuristic technological developments; none of them relate to political or cultural changes, so in many cases the old gameplay element of doing research to implement new civics does not work. Another problem is that I did not have any graphical representation of the tech tree on hand; hence, when I did have to look for techs to make requirements for civics, it was difficult to tell whether some techs would be early or late. Finally, many techs had scientific jargon titles that I didn't understand, further complicating things.
I worked around it as best I could, binding certain Civics that require technology to various techs, and elsewhere, in the case of controversial civics like government and media, I used Niknaks's idea of increasing revolution length. I'd like to know whether that makes AIs at all more reluctant to implement these civics; if not, I need to know how to do that, and how to make certain civics more desireable in general.
Despite the gripes, the file is done, and should work in the game once the related technology and leader files are added as well. I will upload what I have; meanwhile, I'll continue to work on the cosmetic art and text parts of it.