Modding them requires care. Adding new strings can get wiped out by a new version, or you have to go back in and add your strings again..
Pocus has informed me that there can be any number of LocalStrings files, and the only negative is that more files means slower initial game loading.
Rules [as I understand them

- All must be the 'semicolon delimited csv file' format
- All filenames must start with LocalStrings text
- They are then read in [color="Red"]reverse alphabetical order [/color]
Your file must still adhere to the format of LocalStrings, including adherence to the two main sections:
// SOURCE ID - DO NOT TRANSLATE; [color="Red"]section for "in-code" game use[/color]
// GAMESTRINGS;;;;;; [color="red"]section for events, options, unit/model names etc..[/color].
Example:
In WIA, there is
LocalStrings__AGE.csv [note that there are two "_"in the file name. This file gets read first somehow

LocalStrings_WIA.csv
If I add
LocalStrings_aWIA.csv, it will be read after LocalStrings_WIA.csv, allowing me to supercede any text there!
Of course, any unique text will be read from any LocalStrings file that you put there..
So if you find "Mud" to be inappropriate, you can create a new file, copy the "Mud" line and rename it to "Burnside's Weather"

I'm sure Pocus will correct my errors of omision or comission here
