Stellaris

Stellaris

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Expanded Events
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4.116 MB
Feb 1, 2019 @ 12:31pm
Jun 13 @ 11:40pm
255 Change Notes ( view )

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Expanded Events

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
Adds more events, anomalies, and dig sites into the game.
I would recommend that you use this alongside More Events Mod.

Feature List

Additions:
New colony events
- More Subterranean Civilization events
- Dimensional Portal and other follow-up events
- Rare chance to discover presapient on a new colony
- Blocker and deposit related events
- Crime events

New country events
- Help the Dathnak protect their worlds from attack
- Damaged Ecosystem on Homeworld
- United Nations of Earth search for their missing colonists
- Lost Colony events
- Panspermia event chain for non-human, non-machine empires
- Ancient Observation Post event chain for non-humans
- Citizens react to living with Xenos for the first time
- Resident Xenos demand citizenship rights

Fallen empire Events
- New Fallen Empire requests and tasks
- Tech gifts expanded and semi-randomized
- Invading their colonies will give a one-time artifact reward

New Anomalies and Dig Sites

Follow-up events for some existing anomalies, including:
- More possible atomic clock follow-ups
- Wetwork computer follow-up
- Cunning Flora follow-up

Dig Sites
- Some of vanilla dig sites can now be discovered in alternate ways
- Ix Belèn, can spend artifacts to acquire the Memorex as a relic (see above)
- Gas Giant Structure: Finishing allows for the construction of a Pleasure Palace (minor version of a resort world on a habitat)
- With Expanded Pops, ext, Pleasure Palace habitats give +1/+2 entertainer jobs as well
- Robot Debris: Finishing will give progress on a robot or robot modding tech, if appropriate, and will allow robots to be modded with the Battle Bot trait, giving +20% army damage and health
- The Echoes Inside: can use the worms to your advantage
- Moon Bump: Unique rewards (depending on how it ends)
- Seeds of Destruction: available to gestalts, with appropriate changes
- More general changes to other site rewards

Precursor Event Chains
- Unique precursor deposits
- Precursor anomalies are more likely to spawn on habitable worlds
- Zroni and Baol will spawn new systems if needed to continue the event chain
- Zroni and Baol home systems will have some guaranteed deposits, like other precursor systems
- Unlocking the secrets of the Vultaum (Ancient Relics) will give you the next computer ai tech (or physics research if you already have positronic ai / implants)
- Unlocking the secrets of the Zroni will give 20% progress towards zro distillation, gestalts +10% field manipulation research

Relics:
Several new relics and changes to existing relics. See Relics Topic for details.

Artifact and Astral Actions:
- Doubled Max Minor Artifacts and Astral Threads
- Doubled Minor Artifact and Astral Thread cap increase from buildings
- Selling relics gives more energy
- Proclaiming Religious Findings, Proclaiming Superiority, and Celebrating Diversity gives more unity
- Flash Forge Hyper Relay costs half as much
- Astral Calibration gives +33% Quantum Catapult Accuracy (from +25%)

New Origins
Convergent Evolution (disabled with Machine Age)
Starts with 6 presapient pops
Starts with the Genome Mapping technology
Starts with the Epigenetic Triggers and Alien Zoo tech options
+25% biology research and tech draw chance

Galactic Cradle
(Warning: Challenging Origin)
(Warning: Not recommended for multiplayer) (The clusters may get tangled together)
Start in a resource-rich but isolated cluster, connected to the rest of the galaxy by a single wormhole
Spawns unique events

Galactic Preserve
Starts with 24 pops from different species from across the galaxy
+50% habitability floor on homeworld
+1 Envoys
+20% First Contact Discovery Speed
+20% Improve Relations Effectiveness
+20 Trust Cap

Paradise Lost
Your species used to be the bio-trophies of a rogue servitor, until the machines crashed
+10% robot job production
Start with a technological and infrastructure disadvantage
Start with the infrastructure the rogue servitor left behind
Starts with the Powered Exoskeleton and Subdermal Stimulation techs
Starts with the Pampered trait, giving -10% worker and slave happiness, +10% consumer good and amenity consumption, costs -2

Ship Graveyard
Starts with a salvaged cruiser
Starts with a ship graveyard deposit, giving alloys and engineering research
Starts with a dig site on your homeworld
Start with orbital debris over your homeworld, which can be slowly cleared by a planetary decision.
+15% Voidcraft and Archaeostudies research speed and draw chance

Other
- Sensor Array gives forewarning about an upcoming crisis
- Some new easter egg systems for you to find
- Curators will sell you the location of a precursor project once every 14-26 years
- Shroudwalker Divinations may uncover new events

Tweaks:
- Some colony events can repeat, when appropriate
- If the Gray Tempest conqures 20% of the galaxy, one of several random events will happen
- Anomaly-spawned ships will have all utility and auxilary slots in use
- Shield Generators give research


Recommended Mods
Mods that compliment this mod, or which this mod can tie into

Mods that compliment this mod, or which this mod can tie into

More Events Mod
(Very strongly recommend)
https://steamcommunity.com/sharedfiles/filedetails/?id=727000451

Dynamic Political Events
(Strongly Recommended)
https://steamcommunity.com/sharedfiles/filedetails/?id=1227620643

Expanded Traits, Civics, Pops, and More
(Strongly Recommended)
https://steamcommunity.com/sharedfiles/filedetails/?id=1620838511

Realistic Habitability
https://steamcommunity.com/sharedfiles/filedetails/?id=846623625

Potent Rebellions
https://steamcommunity.com/sharedfiles/filedetails/?id=3414192083

Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (8)
341
Jun 15 @ 4:05pm
PINNED: Bug Report
Tovius
31
Oct 3, 2024 @ 4:44am
PINNED: Suggestions
Tovius
5
Sep 24, 2023 @ 9:30pm
Causing Crash on Startup
Damien Vortex
1,150 Comments
johnbarbosa 14 hours ago 
Hi, sorry to bother, but perhaps you can help, in all my plays I used the mod "Systems Alliance" with a custom humanoid picture, never had a problem with ghosts of the past triggering before, but with the last update only if I play vanilla UNE does show up, anyway I can trigger it?
Tovius  [author] Jun 13 @ 11:41pm 
Minor update: Paradise Lost now starts without Basic Industry. When you research the tech, the urban zone is replaced with the industrial zone.
Tovius  [author] Jun 11 @ 8:48pm 
@johnbarbosa
I'm not seeing it. Try redownloading the mod. If that doesn't work, double check it's not caused by another mod.
Tovius  [author] Jun 11 @ 7:18pm 
I mean what is the issue with it. Is the first event not showing up?
AltoidsMaximus Jun 11 @ 6:08pm 
@Tovius Traditionally, as the United Nations of Earth you would see the event that would come up in the beginning about the space ships sent before FTL technology that got lost in space. Once the player discovers Alpha Centauri Prime, they get to find the "surviving humans" of Elpis, as well as the other expanded events about it.
Tovius  [author] Jun 11 @ 4:11pm 
I will look into it
johnbarbosa Jun 11 @ 11:58am 
Hi, It seems the last update created an empty pop up box.
Tovius  [author] Jun 9 @ 4:28pm 
What do you mean? Please elaborate
AltoidsMaximus Jun 9 @ 4:25pm 
The Lost Colony Ships for the UNE is not showing up.
YutaniWakazashi Jun 8 @ 12:55pm 
@BosGhost

If you have Machines & Robots Expansion Continued, that is what was causing the blank event spam for me.