1,307 ratings
More Events Mod
File Size
414.579 MB
Jul 18, 2016 @ 9:33am
Aug 7 @ 2:00pm
45 Change Notes ( view )

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More Events Mod

COMPATIBLE with Stellaris 2.1.*

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 and events 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.

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.

Q: Can I activate this mod in a running save 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.

Q: I have deactivated the mod options menu. How do I access it now?
A: Click on one of your colonies then use "event mem_options.3" You have to have one of your colonies selected as it is a planet_event and uses the owner scope for some effects.

Real Space Users should try this compatibility fix:

If you are experiencing problems with Food Constructor event chain, install this:
Popular Discussions View All (16)
15 hours ago
PINNED: Bug Reports
Aug 15 @ 5:32am
Aug 12 @ 5:25am
Russian translation
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MaulMachine Aug 10 @ 1:30pm 
Awesome, thanks.
Malthus  [author] Aug 10 @ 5:15am 
Problem found and fixed for the next update.
MaulMachine Aug 9 @ 7:43pm 
Using the spawn menu to trigger the Lava Fortress anomaly, the world popped up as it should, but the anomaly never appeared for me to scan. It popped up in my homeworld on a planet that spawned already scanned.
ArmouredGuardian Aug 9 @ 2:13pm 
Thanks for the help, I understand your concern of it I just feel that it is such a interesting scenario to play in as but its not my mod
Violent Beetle  [author] Aug 9 @ 1:38pm 
On an off chance they changed it: try this console command:

effect spawn_system = { initializer = mem_wargame_system }

But it will probably not work. There's ways around it, but I feel it would detract from experience to let players spawn systems on a whim.

The primitives in this system are also using distinct flags and ethics, so you can start new game again and again until you get them, checking via observer mode.
ArmouredGuardian Aug 9 @ 1:36pm 
Ah I see thanks I had it spawn for me but my save corrupted so was looking to see if I could get it again through commands. Would be cool for a staring spawn in that of a civic
Violent Beetle  [author] Aug 9 @ 1:31pm 
I'm afraid not, due to odd rule about system spawnage. The system has one chance to spawn, and if it blew it, it blew it. Even event, usually not bound by such rules, would give error message and refuse to do anything.
ArmouredGuardian Aug 9 @ 1:02pm 
is there any way to force spawn in the war games system?
Caligula Caesar  [author] Aug 9 @ 12:39pm 
No problem, I am active with both mods :)
FiddleSticks96 Aug 9 @ 10:43am 
@Caligula Caesar Oh, it's from DPE? Sorry about that confusion. I try very hard to make sure I know what things come from what mods, but there is enough bleed over it gets hard to make that distinguishment sometimes.