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I played multiplayer rounds in 2.0 with mods including this one.
Check which mods are highlighted in the launchers mod menu.
United Sci-Fi Races
United Sci-Fi Races (Robots)
Glavius's Ultimate AI Megamod
Terraforming Candidate Finder
Automated Trade
Beautiful Universe v2.0
Better Machine Worlds Graphics
Dark UI
Designable Civilian Ships For 2.0
Downscaled Ships
Dynamic Political Events (2.0)
EG - Larger Galaxy Sizes
EG* - Multicoloured Galaxy Texture
Expended Stellaris Traditions
Extra Events Fixed
FTL Scout Probe 2.0
Gigastructural Engineering & More
Gods and Guardians (2.0)
Guilli's PLanet Modifiers
Homeworld Ethics (2.0)
ISBS : Living Systems
ISBS : Doomsday Weapons & Ships
Improved Megastructures
Improved Space Battles (Balance)
Improved Space Battles (Graphics)
INterstellar Highways
Jump-Drive Nerf-B-Changed
More Ai Personnalities
More Insults
Multiple Crises
Planetary Diversity
Potent Rebellions (2.0)
Realistic Star Names Compatibility Version
ReducedWarExhaustion
Thinner Borders
All of the "Tiny" Mods
UI Overhaul 1080p Plus
United Flags
United Traits
War Name Variety (2.0 - The Invasion Begins)
and I didn't bother to write the multiple compatches between the various mods I have
what I think happened is paradox's hatred of randomization in the middle of the game. the space storms are supposed to happen to random systems, but instead of randomly choosing systems when the event fires, when a new game is created, the game creates multiple "crisis" events for the space storm, and randomly assign systems to each of them. This way when midgame passes and space storms become active, one of them gets randomly chosen to create the illusion of random systems experiencing space storms.
The problem is how this mod treats crisis events as things that must occur but cannot overlap. So all of the space storms are being queued up, and spaced out evenly, with the result being that endgame crisis has a chance of being delayed significantly because 3 space storms have been queued before it.
Of course I could be incredibly wrong. Khan is notoriously finicky and random with its event time and its not unheard of for endgame crisis to be delayed more than 50 years after endgame year. But I just want to make sure that space storms aren't screwing with the mod somehow.
E.g. the Space Storms are handled in the file: "galactic_features_events.txt" and the trigger is on_yearly_pulse in the file: "00_on_actions.txt", both of which my mod doesn't contain.
Space Storms vanilla mechanic in case you want to investigate what's happening in your game: https://i.imgur.com/V16bgq7.png