884 ratings
More Events Mod
File Size
357.520 MB
Jul 18, 2016 @ 9:33am
Nov 6 @ 1:30pm
31 Change Notes ( view )

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More Events Mod

COMPATIBLE with Stellaris 1.8.*

Are you looking for more action and interesting events to show up while you are doing your day to day enslaving and conquering business? If, like us, you find the mid to late game a little lacking of interesting diversion, then you have come to the right place. This mod adds new anomalies, events and crises to your game, focusing on spicing up the game after exploration has slowed down.

Note: There have been some slight changes to the galactic_features_events.txt

MEM Precursor Fix

Our Precursor Fix (has been taken out of MEM when the vanilla Fix was released) is now available seperately. It is compatible with MEM and we can just encourage you to take a look at it if your are still not content with the way the precursor quests are handled in vanilla.


This mod will be constantly updated with new content for your game. All events are designed to be balanced with the events in the vanilla game.

  • English
  • other language files are in english / partly translated

Mod Content
Anomalies and Events to add more variety to your gaming expierience.
Also this mod adds deactivatable planetary shield graphics as well as an also deactivatable alternative version of the shieldworld planets.
The planetary shield generator's stats differ from vanilla. Instead of science (you built it and it is no science lab, why should it offer science?) it now provides unity and a small happiness bonus.

You can find a list of added content here:

Want to help? We are recruiting!
At the moment we have so many ideas and worked out stories but lack the needed amount of capable CODERS to do them all. We also are in dire need of TRANSLATORS.
If there are ARTISTS out there who are able to produce event pics with a quality matching that of Paradox´s pics and would like to support our work we would love to use their artwork in this mod.

Do you have Ideas for Anomalies and Events?
Feel free to let us know about your ideas. We always appreciate your help in this matter.
But please note the following guidlines:
  • Vanilla assets only, so nothing that would require integrating another mod, unless you can and would like to provide the completed assets to the mod entirely such as images or sound files.
  • Nothing that would require changing base files, so this mod will be compatible with all other mods.
  • Nothing using an existing franchises, so no cameos of Luke Skywalker and the like.
  • Nothing that would change the fundamental game balance, like an event that raises the mineral cap or fleet cap or changes the way the AI operates, etc.

Bug Reports
You found a bug during your game session? Please, post it in the Bug report discussion thread so we can squish it in the next version. And if you could give us some hints on how to reproduce it, it would be also very helpful.

Team Members and Contributors
Below is a list of all the people who have participated in the creation of the already released events.

asnys, binaryferret, Briv, Codename Veers, deezee, Deytron, Drew_eire, drksdr, EpicalCookie, Hoeya, Infel, KaoruS, LamilLerran, Lionheart, Liquid Squid, Lukasmar, Malthus, Maria, mbetts, Mourn, MrQuality97, nCrazed, Noobier, P_aul, PossessedLemon, ShiroKitsune, shockedsystem, Sleya, Talanic, Traditum, Tuttu, wtlnd

Q: Can I activate this mod in a running game?
A: Yes you can, but some events won´t appear in that case, as they are set at game start. Aside from this there should be no issues.

Q: Can I use this mod together with the Extra Events Mod?
A: Yes, you can, both mods should be compatible. If you encounter any issues though, please let us know.

Q: My planetary shields are not correctly centered on my planets. What is wrong?
A: All shield objects are adjusted to vanilla scaling. Every mod that changes planet/system scaling will lead to our shields being off centered. If this is the case and you do not want to deactive the other mod, you'll have to deactivate our graphical shield effect in our options menu.

ISBS Users should try this compatibility fix:
Real Space Users should try this compatibility fix:

Popular Discussions View All (14)
Nov 29 @ 9:32pm
PINNED: Bug Reports
Nov 21 @ 1:40am
Apr 15 @ 4:42pm
PINNED: Patchlog for 1.9
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Malthus  [author] 12 hours ago 
Your guess is as good as ours but I wouldn't hope for anything before end of Q1 or beginning of Q2 2018 as they haven't even said anything about the big expansion that will be accompanying the update.
RynxXK5 13 hours ago 
Roger, thanks! Any idea when thats going to hit?
Malthus  [author] 14 hours ago 
The big 2.0 update that is going to throw over a lot of the stuff we were working on in context of the things we wanted to add. As the new system changes travel, system ownership and a lot of other things quite drastically it would be wasted effort to get everything working now and then start at zero when 2.0 hits.
RynxXK5 14 hours ago 
@Malthus Which patch are you guys waiting for in regards to your mod being put on hold?
Tuttu  [author] Dec 9 @ 11:08am 
It should run fine with 1.9 as it was mainly (Only ?) a bug fix update. :)
LeXx Dec 9 @ 9:29am 
Is this still running normally under 1.9 or will there be an update?
Malthus  [author] Dec 7 @ 9:43pm 
You are right, it is supposed to just happen to a colony that has finished its colonisation process. I'll look into this.
MacrosoftWord Dec 7 @ 9:20pm 
I just had the random Crystal Entity attack event happen on my first colony that hadn't even finished yet. Considering the thing has ~4.5k fleet power, I had no choice but to let it completely destroy my fledgling colonly within the first 10 years. I know from previous games that it's supposed to normally "infect" a colony with crystals, but in this case the colony is just gone.
Violent Beetle Dec 3 @ 10:41pm 
The one that should spawn is called Feddau
Sensei Kensei~★ Dec 3 @ 5:50pm 
Is there a static system name for the Carchorian Rendevous point system?
Because that system... may have spawned in the exact same location as a pre-generated one and unless I get a static name I can't access it.