1,532 ratings
More Events Mod
File Size
423.092 MB
Jul 18, 2016 @ 9:33am
Jan 16 @ 12:19pm
62 Change Notes ( view )

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More Events Mod

COMPATIBLE with Stellaris 2.2.2 (INCOMPATIBLE with current beta 2.2.3)

You will need this compatibility patch for it to work with 2.2.3: Caligula's Patch for 2.2.3

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 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 (16)
Jan 12 @ 10:30pm
PINNED: Future of the Vazuran Menace Crisis
Jan 14 @ 7:22am
PINNED: Bug Reports
Jan 2 @ 3:34am
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Caligula Caesar  [author] 18 hours ago 
So it crashes with and without MEM but you say it is MEM?
luciusmalfoy012 Jan 15 @ 10:37am 
Yes; the game just crashes on thread 5 instead of 7; the error log looks v similar. I will go over to Glavius' page and ask if he added anything that might interfere though.
Caligula Caesar  [author] Jan 14 @ 10:57pm 
Glavius also added (hidden) events last time I looked, so could be him too. Have you tried loading with MEM disabled?
luciusmalfoy012 Jan 14 @ 5:29pm 

6 0x002695c0 CEventScope::ReadMember(CReader&, int) + 422
7 0x00f0b252 CPersistent::Read(CReader&) + 234
8 0x002694f0 CEventScope::ReadMember(CReader&, int) + 214
9 0x00f0b252 CPersistent::Read(CReader&) + 234
10 0x002694f0 CEventScope::ReadMember(CReader&, int) + 214

The last two lines kept repeating over and over until Stellaris aborted the load sequence and kicked me to desktop.
luciusmalfoy012 Jan 14 @ 5:29pm 
Here's the automatic report it generated:

Thread 8 Crashed:
0 libsystem_c.dylib 0xa7b6729d __svfscanf_l + 12
1 libsystem_c.dylib 0xa7b6f9e7 vsscanf_l + 305
2 libsystem_c.dylib 0xa7b61c5b sscanf + 61
3 0x00f0c860 CToken::ReadValue(unsigned int&) const + 36
4 0x00f07ed8 void CReader::ReadUniform<unsigned int, 2>(unsigned int (&) [2]) + 506
5 0x00f07cb6 CReader::Read(CCrudeRandom&) + 44
luciusmalfoy012 Jan 14 @ 3:08pm 
Having an issue with the game crashing while loading a save; the bug report says a thread crashed while checking event files and MEM is the only mod I have that adds events. The only other gamechanging mod I have is Glavius's AI (I do have the mod which makes the two compatible though). The game doesn't crash when I load earlier saves from before the Orilla/Abducting Precusor event chain started so I suspect that may have something to do with it?
Caligula Caesar  [author] Jan 14 @ 2:07pm 
Easy enough to do, if you have time.
el.ron.mcbong Jan 14 @ 1:47pm 
Oh pity and I do not know how it works!
Malthus  [author] Jan 14 @ 1:45pm 
The only way to get it translated would be if someone would be willing to do it. Unfortunately we lost every german translator so far.
el.ron.mcbong Jan 14 @ 1:43pm 
Is there a way to translate this to German? Please?