After some checks it seems that's the mess in localisations is due to a ML localisation file. I did the localisations for trade posts and I got everything messed up the same way (couldn't even get to the main menu). I neutralized the ML locs except the file I've done and
everything went smoothly.
Arko mentionned a couple of lines that mess the locs, I guess it's the reason but I don't know which file.
Another point, apg, I've seen you're using a carriage return to represent a text carriage return in your locs files. I think it might be a reason for the locs crash. For instance, your events locs are usually on 2 or more lines in the csv file, and thus there is not the right amount of semi-colon ending eaach line. I can only advise to use the "\n" command to represent a carriage return (a
New line) just like the "\t" command creates a
Tabulation.
I also noticed something else about buildings locs :
ML use the
buildingname_info tag to write a tooltip description of the building while vanilla use mostly the
buildingname_desc tag. As the ML locs files contains only _info tags, the game use both _info and vanilla _desc locs. The result is as follows :
The ML localization is displayed under the vanilla description. So I think ML should be using only _desc tag and reserves some _info tag for supplementary information about specific buildings. This modification is quick ->Edit->Replace : all "_info" by "_desc" and done.