I've switched to using the file suggested and I'm getting the pop-up error messages that I didn't get when I used the original file in it's place.
Did you try re installing it with the instructions in opening post?
The order of civics now makes sense, at least - Militia is actually at the top of Soldiers instead of in the middle. No matter what I do though, it seems the mod just hates Nobility for me.
I have no idea how to fix the order of the civics

Actually, my modmod aimed to eliminate some civics, one of them being Nobility. Re installing might help, but I might replace current installation method with a better one, so I'd hold off on re installing.
As an aside, I really like it, which is why I'm kinda going nuts about trying to get it to work, but I think it could maybe do with a few tweaks here and there. Particularly to new options of Military. I can't see a good reason to use Formation, say, over Tribal Warfare. A slight increase in Melee Unit building isn't worth a 15% decrease in every other kind of production for units, especially when that change creates anarchy and costs money through upkeep. So I've got a suggestion: how about the military civics give XP or unique promotions to certain kinds of units? Formation might means that all Melee Units train with Shock I, say, or only melee units begin with a little extra XP, Cavalry might grant Flanking promotions to all new trained Cavalry. Alternatively, if its possible, the civics could grant a promotion to all units of a certain type whilst active - a unique promotion to prevent it overlapping with promotions already purchased - maybe something that grants a flat bonus or increases XP gain for those units by 50%. Or perhaps a decrease in maintenance cost for units of a certain type. For example, Cavalry could represent Hordes - instead of a production bonus, the cost of supporting Cavalry could be decreased and Cavalry could obtain additional gold from pillaging.
I'm glad you like it, I made it for myself and figured others might like it as well.

You're right about the military civics, Tribal Warfare is too OP, and Formation could use a small boost. Hehheh, whats funny is I had the same idea! I'm just finishing up where each military civic has their own unique promotion, and whats even more is my promotion for Formation is "Shock 1", and my promotion for "Cavalry" is "Flanking 1". Funny how we had the same idea. I don't thin a civic can reduce upkeep costs of a certain type.
@CivPlayer8 I am a bit worried about the fact that some of the choices have descriptions that go "over the page" and make it difficult to see what the real effect is. (see the first two pics.)
Hmm... *Sighs* Yeah, I'll just have to take away some of the effects.
The third pic shows the problem in the power civic group. There appears to be an undefined option.
I've been thinking a lot about your extract install method, and I'm going to go with it, hopefully clearing up many errors.
So far I can't see the point of the Military civic, and slavery just does not fit well in any civics including the old one. I really think we may need another civic to cover all the differing aspects of that.
Working on some "Tactics" buildings unique to Military civics, might add some flavor to them. As for the slavery issue, why no just make it an ordinance?
The coinage one needs something because going from no coinage to metals made to big an impact - I went from strugling to loaded.
You were struggling money-wise in the prehistoric era?

Metals will be nerfed, along with coinage, especially coinage!