1,725 ratings
More Events Mod
File Size
425.671 MB
Jul 18, 2016 @ 9:33am
Mar 16 @ 12:01pm
68 Change Notes ( view )

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More Events Mod

COMPATIBLE with Stellaris 2.2.* (2.2.5 and above)

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


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 and style matching that of Paradox´s pics and would like to support our work we would love to use their artwork in this mod.

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 like this mod and want to show support, please

If you want to show even more support,
Any donations will go towards further developing the mod, e.g. commissioning artwork.

Do you want to keep track on what happens with the mod without checking the workshop all the time? Follow us on Twitter : MEM Twitter Channel
Popular Discussions View All (17)
Apr 19 @ 9:05am
PINNED: Bug Reports
Mar 26 @ 7:19am
PINNED: Future of the Vazuran Menace Crisis
Mar 9 @ 8:28pm
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Hamburger Hotline™ Apr 20 @ 4:50pm 
How do you trigger the Abductor event?
FitnessGuru Apr 18 @ 6:21am 
Really changes up the gameplay, in a good way! Appreciate the mod!!!
Malthus  [author] Apr 18 @ 6:15am 
@NocturneOfSolace It is as E X P A N D says. Usually reloading and redoing the step before should fix the issue. Of course it is not supposed to bug out, but you can only use the tools you have. The code should in theory work fine, but it does not always despite being written correctly. As modders we unfortunately cannot touch the underlying structures.
E X P A N D Apr 17 @ 3:47pm 
@NocturneOfSolace That happens from time to time. Just reload to a save before you got it and it should fix itself. If not, keep trying until it does.
NocturneOfSolace Apr 17 @ 3:03pm 
Is the uh, 'A Pride Long Lost' SUPPOSED to frequently completely bug out and not give you anything to work with at 'Site of decisive defeat'?
Violent Beetle  [author] Apr 16 @ 11:50pm 
We have additions and brief synopses in change log. Broken Clock is our.
E X P A N D Apr 16 @ 8:00pm 
@Vaeringjar Broken Clock i'm fairly certain is Vanilla, but I could be wrong about that.
Vaeringjar Apr 16 @ 7:29pm 
I see no info about the "broken clock" on here
Violent Beetle  [author] Apr 16 @ 12:28am 
It will be in the mid game.
GenFireDragon Apr 15 @ 7:44pm 
Any idea what part of the game approximately that Orphan Gate opens? I used that command and did get an event so it is primed, but I'd like to let it spawn on its own if I can.