[MOD] More Events Mod [New version 1.9.2 available!]

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Tuttu

Future ruler of my galaxy.
56 Badges
Feb 6, 2011
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Mod Description
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, events and crises to your game, focusing on spicing up the game after exploration has slowed down.

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.

Note that we do NOT change any vanilla anomalies, events or crisis.

Mod Content
So far, the mod is adding the following events and anomalies. More details are available in the next message with a changelog. The events are available in English and in Spanish and more translation are planned.
  • 28 New Anomalies
  • 10 New Generic Events
  • 1 New Origin Quest
  • 1 New Exploration Event
  • 4 New Diplomacy Events
And a bit more than that, I lost the count at the moment.

Distribution method
The mod is available throughout Steam Workshop. If you want to subscribe to it, follow this link.

Team members
Below is a list of all the people who have participated in the creation of the already released events.
  • asnys - Coder
  • binaryferret - Coder
  • Briv - Writer
  • deezee - Writer
  • Deytron - Translator / Tester
  • EpicalCookie - Translator
  • Foremole - Writer
  • Infel - Writer
  • KaoruS - Translator
  • LamilLerran - Coder
  • Lionheart - Writer
  • Liquid Squid - Coder / Writer
  • LordMilutin - Writer / Tester
  • Lukasmar - Translator / Tester
  • Malthus - Writer
  • Mourn - Coder / Writer
  • MrQuality97 - Translator / Tester
  • Noobier - Translator
  • P_aul - Coder / Writer
  • ShiroKitsune - Coder / Writer
  • shockedsystem - Writer
  • Talanic - Writer
  • Tuttu - Coder
Contributors
Below is a list of people whose ideas made it into the current release so far.
  • PossessedLemon

Want to help ?
While we can always use capable coders as well as writers we also are in dire need of translators and you all as testers for our upcoming versions. 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 Report
You found a bug during your game session ? Please, post it in this 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.
 
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Changelog
Version 1.9.2
Improvements and Fixes
  • Planetary Shield Generators
    • Added graphical shield effects for planetary shield generators
    • Changed vanilla planetary shield generator (which probably nobody ever used) values:
      • Running energy cost: 2
      • Provides 4 unity
      • Adds 300% base fortification value to the planet it is build on (up from 50%)
      • Adds 5% to planet-wide happiness
      • Adds 5% to planet-wide habitability
    • Short explanation why these values:
      • From a game point of view, this was a dead technology that was not worth wasting a planetary tile with. Now it lasts a bit longer and adds some small boni to make it worthwhile
      • From a RP point of view, you have a big shield above your head protecting you, your family and friends (+unity & +happiness) most likely not only from evil aliens but also from dangerous radiation (+habitability)
    • Bombarding a planet to 0 health automatically ruins the planetary shield generator and therefore prevents giving a buff to the occupier (Also turns of the graphical shield effect until repaired)
    • Also, you may be able to research an advanced planetary shield generator if you fit the requirements (One of which is having surveyed an ancient shield world)
  • Orila Quest
    • Changed spawn chance of this quest from 100% to 30%
    • Harilla has a special planetary shield now
    • The Halissos system has a ruined science nexus now (to prevent the building of a Dyson Sphere on the too big sun)
  • Elusive Carcosa
    • Species traits of the reward options will no longer be applied randomly to randomly generated species
  • Ancient Robots Colony Event
    • Fixed recapturing events not firing
  • Added Options Menu to change various mod settings (Accessible through Situation Log)
    • Event chain is added on day 5
    • Currently contains options to (de-)activate our reworked shield worlds and the planetary shield effect of the planetary shield generators and a blank LEX menu
Version 1.9.1
Improvements and Fixes
  • Updated MEM to Stellaris 1.6
  • Minor bugfixes to existint events
  • Reworked Demon Ship event
Version 1.9
New events and anomalies
  • Anomalies
    • Added Abandoned Mecha Anomaly
    • Added Ancient Factory Anomaly
    • Added Ancient Graveyard Anomaly
    • Added Crystal Pyramid Anomaly
    • Added Flight Recorder Anomaly
    • Added Hollow Asteroid Anomaly
    • Added Lava Fortress Anomaly
    • Added Solar Riches Anomaly
    • Added Star Colors Anomaly
    • Added Stellar Cloud Anomaly
  • Events
    • Added Accelerated Evolution Colony Event
    • Added Ancient Robots Colony Event
    • Added Lunar Gate Event
    • Added Sleepers Observation Post Event
Improvements and Fixes
  • Updated MEM to Stellaris 1.5.*
  • Orila Quest (Extinct Abductors Quest 1)
    • Changed reward ship to have "Sentient Battleship AI" to let it use its "Titan Beam" more often
    • Added failsafe to ensure 4 systems are targeted (or spawned) after the first project
    • Changed giant crystal to crystal country (was drone before accidently)
    • Added new civic and accompanying special government form
  • Introduced various new event pictures of which some have already been applied to existing events (Many thanks to the artists)
  • Hidden Tundra Anomaly
    • Now gets planet modifier, tile blockers and some resources on planet class change
  • We are Gods Observation Post Event
    • Changed meantime to happen to 5000 months (like vanilla observation post events) and made it happen max one time per empire instead of galaxy
    • Fixed wrong localisation link for the second option
  • Eager Traders Event
    • Changed MTTH to 30 days to prevent rare event overflow
    • Changed it to happen only once per playthrough and not necessarily when meeting the first fitting civ
  • Star Survey will now only target safe systems
  • Spiritualist Pilgrimage
    • Will now only happen with standard empires
    • Will not happen while having closed borders or being rival
  • Elusive Carcosa
    • Made it more likely to start (made the range of leader trait candidates broader and added a possible link to the sleepers event)
    • Opinion modifier applied to all known default empires when receiving this reward and later when establishing contact
    • Ensured a final message happens if a certain outcome is chosen
  • Various minor fixes
Version 1.8.1
New events and anomalies
  • Added Pi Writing
Improvements and Fixes
  • fixed polish language file in place of english file in sub space beacon event
Version 1.8
Improvements and Fixes
  • Updated MEM to Stellaris 1.4.*
  • Removed precursor fix as now the problem has been officially fixed
  • Updated french and polish localisation
Version 1.7
New events and anomalies
  • Added Near Miss event
  • Added Tales of Yore event
Improvements and Fixes
  • Now compatible with Stellaris 1.3 (Heinlein)
  • Updated ship designs for custom event ships
  • Fixed various typos
  • Updated tech list to Heinlein tech list
  • Temporarily removed Ancient Satellite anomaly as it was the only one spawning on stars
Version 1.6
New events and anomalies
  • Added Duel Ritual Event
  • Added Giant Tank Anomaly
  • Added Neural Network Anomaly # Uses building art made by drksdr
  • Added Shapes under Ice Anomaly
  • Added Living Asteroids Anomaly
  • Added Molten Core Anomaly
  • Added Gaia Troubles Event
  • Added Subspace Beacon Anomaly
  • Added Extinct Abductors Questline (starts with an anomaly near the player's starting point)
  • Added Ancient Satellite Anomaly
  • Added Command System Anomaly
  • Added Hidden Tundra Anomaly
Improvements and Fixes
  • Adapt Star Survey so that if the Extra Events Mod's star survey type event spawns, ours will not (and alert that mod when our star survey is spawned).
  • Precursor amendment now only spawns events for human players
  • Fixed spurious error log entries and Science Convention AI weighting
  • We Are Gods event no longer happens multiple times
  • Various minor fixes
Version 1.5
New events and anomalies
  • Added Asteroid Computer anomaly
  • Added Asteroid Derelict Structure anomaly
  • Added Catacombs anomaly
  • Added Ex-Planet event
  • Added Ancient Signal anomaly
  • Added Precursor Amendment event
  • Added Rock Brain event
  • Added Starship Graveyard event
  • Added We Are Gods event
  • Added several mid game orientated events
Improvements and Fixes
  • Science Convention now occurs in AI empires as well. They may invite you to their conventions, along with various other improvements.
  • Added missing tooltips to Viral Engine
  • Corrected typos in French and Polish translations and added translations for new events
  • Extended and improved German translation
  • General fixes and improvements to existing events/anomalies
Version 1.4.1
Important note : You must use a new game save to try this beta version.
  • New content
    • 5 new anomalies
    • 1 new event (A pretty long one!)
  • Misc Changes
    • Removed the information event
    • Many names are now colored for easier readability
  • Science Convention
    • Restricted event to medium empires (At least five worlds) with multiple xeno contacts
Version 1.4
If you are still using the old version and want to finish your current game stay with the old version until it is finished. The new version is very likely to cause problems with old savegames using the old version of our mod.
  • New localizations
    • French
    • Polish
  • Various minor fixes
  • Various typo fixes in localization
  • Refactored code base to reduce conflicts with other mods, simplify collaboration within our team, and generally create a more standardized name structure (Breaking backward compatibility with version 1.3 of the mod!)
  • New event : Viral Engine by Lamil and shockedsystem

Version 1.3
Important note : This update will unfortunately break savegames in which the crisis is already active.
  • Brain Worms
    • Removed Brain Worm Crisis until it's properly fixed
  • Spiritualist Pilgrimage
    • Closest planet to the spiritualist border will now be selected as the pilgrimage destination
    • Player capital world can't be the pilgrimage destination anymore
    • Event will not fire more than one time per playthrough
    • Fixed some typos in localisation
  • Lost FTL-Prototype
    • Rebalanced some of the event rewards
    • Fixed some typos in localisation
  • Science Convention
    • Fixed a bug where you had exactly 250 minerals and/or energy
    • Removed the minimum communication requirement
    • Reduced rate of appearance
    • Fixed some typos in localisation
  • Hegemonic Imperialists
    • Closest planet will now be selected
  • Misc
    • Spanish translation updated
    • Added missing icons and description for planetary modifiers
  • New events
    • Two new anomalies
List of new events and anomalies
If you want to know more about what's added by the mod, just open this spoiler. :)
New Crisis
Ephialtes Worm - A parasitic worm taking control of the host's brain has infected the empire. How will you deal with a threat that could be anyone? - By Mourn

New Anomalies
Asteroid Computer - A giant artificial brain thinking about existence itself. -By Traditum, shockedsystem, and asnys
Asteroid Derelict Structure - Strange structures litter the surface of an asteroid -By nCrazed, Hoeya, and LamilLerran
Ancient Signal - Scanners are picking up a strange signal from the dense jungle. -By mbetts
Catacombs - Sensors reveal the presence of ruins hidden below the surface. Hopefully they are well-preserved. -By Hoeya and LamilLerran
Black Hole - One of our science ship has detected strange readings from a black hole. What could they be ? - By deezee and ShiroKitsune
add_anomaly mem_black_hole_1_category
Lost FTL Prototype - Our scientists have found the first prototype of our FTL spaceships lost in space and they want to investigate it. - By Malthus and Mourn
add_anomaly mem_demon_ship_category
Dimensional Rift - An old research station has been found and our scientists would like to power it to uncover its secrets. - By Lionheart and LamilLerran
add_anomaly mem_dimensional_rift_category
Dead Star - One star is really prominent in our sky and our scientists say it should be investigated. - By Infel and LamilLerran
add_anomaly mem_dead_star_category
Lost Zoo - One of our exploration team has found an underground life-filled enclosure. What could it be ? - By shockedsystem and LamilLerran
add_anomaly mem_life_barren_category
Asteroid Structure Network - Our science ship has detected a strange structures' network on the surface of an asteroid. - By asnys and shockedsystem (New in 1.3)
add_anomaly mem_asteroid_structure_network_category
Crashed Object - Remains of a large object scattered on an asteroid's surface have been detected. - By asnys and shockedsystem (New in 1.3)
add_anomaly mem_crashed_object_category
Enterprise of the Fallen - Our scientists have found an old library and they want to explore it. - By Talanic, Tuttu & Malthus
add_anomaly mem_enterprise_fallen_category
Mysterious Pyramids - A planetary survey has discovered a series of mysterious pyramidal structures on the surface of this planet. - By shockedsystem & LamilLerran
add_anomaly mem_mysterious_pyramids_category
Toxic World - An exploration of a planet with a toxic atmosphere has discovered signs of civilization. - By shockedsystem & LamilLerran
add_anomaly mem_poisoned_world_category
Giant Tank - A leftover of a civilization that knew only war... - By Malthus and asnys
Neural Network - A neural network complex is the only thing that is left of this civilisation. - By Malthus
Shapes under Ice - Kilometres-wide spots are seen moving slowly beneath the ice of a frozen world. - By ForeMole and LamilLerran
Living Asteroids - Strange energy emissions indicate life on these barren rocks. - By ForeMole and Malthus
Molten Core - A molten planet has literal oceans of lava, extreme even for such seismically active worlds. - By ForeMole and LamilLerran
Subspace Beacon - A mysterious ping is emitted from an asteroid. -- or perhaps something else nearby. - By ForeMole and LamilLerran
Hidden Tundra - A planet is not what it appeared to be. - By Maria and wtlnd
Command System - A tomb world contains an elaborate mechanism for protecting leadership during nuclear war. - By ForeMole and LamilLerran
Ancient Satellite - You find a satellite in blazingly close orbit to a star. - By ForeMole and LamilLerran
Pi Writing - New messages are being gouged into planets - By LamilLerran

New Generic Events
Precursor Amendment - Archaeological teams may now find precursor ruins on settled planets and within owned space. -By Malthus and LamilLerran
Ex-Planet - Your mining station exploiting the shattered remains of a planet uncovers an unusual deposit. -By asnys
Rock Brain - Your research station observing the strange asteroidial intelligence realizes it has discovered your existence. -By asnys
We Are Gods - Aggressive research on the natives seems to have led to surprising results -By Maria and mbetts
Starship Graveyard - Your researchers picking through the remains of the ships discover an unusually intact specimen. -By asnys
Science Convention - Our scientists claim that they may be able to boost all avenues of current research by hosting a grand interdisciplinary sciences convention. - By binaryferret and Briv based on an idea by PossessedLemon
Spiritualists Pilgrimage - Citizens from a neighboring spiritualist empire are requesting access to a planet of yours. - By Tuttu and Malthus, based on an idea by Deltasquid
The Elusive Carcosa - A mysterious new species of creature -- or perhaps multiple new species -- starts appearing on multiple worlds. - By Briv, P_aul and LamilLerran
Viral Engine - A troubling new virus is spreading and apparently acting with intelligent purpose. What is it trying to achieve?
Duel Ritual - Representatives of a subjugated primitive civilisation offer a way to to cease hostilities. - By Drew_eire and Malthus
Gaia Troubles - An artifact is found on a Gaia world, how will you deal with it? - By mbetts
Near Miss - A devastating solar flare just misses your planet. - By ForeMole and LamilLerran
Tales of Yore - An expanding colony finds a cache of material from an earlier civilization. - By ForeMole and LamilLerran

New Origin Quest
Extinct Abductors - A mysterious find reveals knowledge about your species' distant past and possible future. - By Malthus

New Exploration Event
Star Survey - Our scientists study different star types - By P_aul, Infel, and Malthus

New Diplomacy Events
Eager Entrepreneurs - Decide your trading stance towards your new Ruthless Capitalists neighbors - By Deltasquid
Eager Entrepreneurs II - Decide your trading stance towards your new Peaceful Traders neighbors - By Deltasquid
The Grand maneuver - How our citizens will react to hegemonic imperialists on their doorstep - By Deltasquid and Malthus
Foreign musicians - Foreign musicians want to break through in your country - By Deltasquid
 
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are there specific conditions to get the crisis? if so how?
Well, the crisis will soon undergo some massive change as there are breaking bugs in it. We should remove it soon from the stable branch to give it some love before it can appear again in your game. :)

But if you really want to try it now (Note that you might not be able to end it because of the bugs), select a surveyable planet (Preferably Ocean, Continental or Tropical but it's not mandatory) and open the console. Then, with the planet still selected, use this code: add_anomaly mem_brainworm_category

It should spawn the anomaly on this planet.
 
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Hi Coder here ;)
I got some Ideas for rather simple generic Exploration-Events (along the lines of the generic Meteor-Paradox-Events ;) ) as well as more complex ones that center around Observation Posts and wanted to work on those on the coming Weekends. I am doing Paradox-modding the first time so it'll probably take a while though.

Just wanted to ask, if I could submit those Events to you guys once I am finished / content with them. :)
( I just like a large All-In-One-Event-Package over a lot of small ones ;) )
 
Hello Jothaka,

if you get your events in good working condition and if they fit well into the rest of our mod - which I believe you intend to make them fit according to our mod description - we will be pleased to integrate them once you have finished them. And of course you are right, ONE mod to rule them all^^.
 
Hey guys, was asked by morn to post in the last thread.
Then I realized it was closed and now I'm here.

I'm happy to offer a hand in writing and (as stated in the writing thread on Steam) I'm more than happy to supply examples of my work (even if most of those examples were for college projects)
 
This mod is lovely, but I'm xenophile pacifist and slowly dying of brainworms in MP.

On the plus side, it's the brain worms that will destroy the galaxy, not the robots, as my friend predicted when I made a planet full of synths. A+, would be infected in the pursuit of scientific discovery again.
 
How brainworm work? I didnt see them in the game.

This mod is lovely, but I'm xenophile pacifist and slowly dying of brainworms in MP.

On the plus side, it's the brain worms that will destroy the galaxy, not the robots, as my friend predicted when I made a planet full of synths. A+, would be infected in the pursuit of scientific discovery again.
Unfortunately, the brain worms crisis is suffering some major flows and we will remove it from the next release until we fix all the problems. We hope to be able to deliver a new release sometimes next week but we aren't sure yet as it also depends on Steam support. But we will keep you guys updated. :)
 
Just a little suggestion.


Event Title: Enterprise of the Fallen
Event Description: Investigation of this tomb world has indicated that its former inhabitants may have been more advanced than previously thought. Documents and schematics recovered from the surface include detailed examinations of an advanced starship. This may merit further investigation.

Outcome of investigation (general):
Investigations turned up a detailed archive, which may take years to study in full. However, the immediate conclusion is clear: The vessel, known as the "Project", does not exist.

It never did. The inhabitants of <world> had active imaginations, and had fantasized heavily about exploring space. The Project was the fictional ship that blazed a trail into the stars.
There is no research data to be gleaned from analysis of the archive, but it may be of interest to a collector.

<Sell for money.>

Outcome for Xenophile:
Investigations turned up a detailed archive, which may take years to study in full. However, the immediate conclusion is clear: The vessel, known as the "Activity", does not exist.

What a pity. The inhabitants of <world> were much like ourselves; they dreamed of strange new worlds and civilizations, and created a lengthy serial adventure story about what they thought space would be like. The Starship Activity and its intrepid captain would fit right into our navy - if only the people of <world> had survived.

We will remember them. <Science Officer> has created a program to translate the archive into our language; give the order and we will disperse it among the populace.

If it's popular enough, we could even make new episodes. Let these voyages continue.

<Sell for money option still available>
<Xenophile option> Roll the tapes! <Empire gets one year of Boldly Going: -5% ethics divergence. +5% happiness to Xenophile populations. Completing other anomalies during this time period has a 10% chance to add another month to the duration.)

Outcome for Xenophobe.
The inhabitants of <planet> were twisted, even for aliens. Reviewing their recordings has left <Science Officer> permanently deranged. Still, it's good to see that their folly is written across their planet in nuclear blast craters.

We could edit these archives for propaganda purposes. Just give the order.

<With either option, Science Officer gains Maniacal>
<Sell option>
<Xenophobe option> Show our people what happens when purity falters. <Empire gets one year of Schadenfreude: +10% happiness.>
 
Glad you like it. I'd like to propose a particular addition that may be interesting and would help open up the midgame - but would be a lot of work. Sort of a new event category that would be specific to the mod.

Starting around fifty years into the game, when things are slowing down, optional objects begin to drift into various star systems. These may be space hulks (a la Warhammer 40k) - wreckage of ancient starships that have accumulated debris - or asteroids, or the hives of spaceborne insects, or many other things. The important thing is that they drift through the system, are available temporarily (ten to fifteen years) and can be scanned by science ships. They always produce an anomaly (ideally with many different options, eventually), but produce no hazardous effects if left alone.

And I'm ten years out of practice on programming, but wouldn't mind trying my hand at things.
 
Had the star survey event pop up just now, really fun. :D
I'm glad you liked it. I hope you will enjoy the other events as much as this one. :)

Glad you like it. I'd like to propose a particular addition that may be interesting and would help open up the midgame - but would be a lot of work. Sort of a new event category that would be specific to the mod.

Starting around fifty years into the game, when things are slowing down, optional objects begin to drift into various star systems. These may be space hulks (a la Warhammer 40k) - wreckage of ancient starships that have accumulated debris - or asteroids, or the hives of spaceborne insects, or many other things. The important thing is that they drift through the system, are available temporarily (ten to fifteen years) and can be scanned by science ships. They always produce an anomaly (ideally with many different options, eventually), but produce no hazardous effects if left alone.

And I'm ten years out of practice on programming, but wouldn't mind trying my hand at things.
As much as this idea can add some cool things to the mid-game, we couldn't (Yet ?) work on this kind of event because it would involve the creation of new assets for the game and we don't have any artists in the team. Though we would like to welcome one (Or more), nobody has shown interest for this place at the moment.
 
The More Event Team is glad to announce the availability of the new version of the mod. This new update is mainly a Bug fix update but it also includes three new events for you to discover. It also removes the Brain Worms crisis which unfortunately breaks all save games where the event happened.

Note that at the moment, only the Steam Workshop version is available but we should start to update the forum version (Beta) soon.
 
Great mod, just have one thing about I don't like as much. The Science Convention.
#1: it seems to trigger far too much. Not sure what the time delay is but on a game on the second-highest speed setting I was playing, it seemed as if as soon as one had ended another one was about to begin, within at least 5 years.
#2: It also starts if I don't even know about any alien empires yet: it even fired for me in a game where I had no alien empires encountered yet, and in another where I had wiped out the only aliens I knew about. With the idea behind it being an 'international' event, this makes no sense.
#3: It's also a bit immersion breaking to always have to be the one to start one, at least I never got the invitation to join one started by an alien empire yet.
#4: The idea behind it is not suited for all types of empires. If I'm a xenophobe, my people should be unhappy if I invite xeno scum to it. If I'm a religious fanatic (spiritualist), my people should be unhappy I'm holding one at all.
 
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Great mod, just have one thing about I don't like as much. The Science Convention.
#1: it seems to trigger far too much. Not sure what the time delay is but on a game on the second-highest speed setting I was playing, it seemed as if as soon as one had ended another one was about to begin, within at least 5 years.
#2: It also starts if I don't even know about any alien empires yet: it even fired for me in a game where I had no alien empires encountered yet, and in another where I had wiped out the only aliens I knew about. With the idea behind it being an 'international' event, this makes no sense.
#3: It's also a bit immersion breaking to always have to be the one to start one, at least I never got the invitation to join one started by an alien empire yet.
#4: The idea behind it is not suited for all types of empires. If I'm a xenophobe, my people should be unhappy if I invite xeno scum to it. If I'm a religious fanatic (spiritualist), my people should be unhappy I'm holding one at all.
Thanks for your extensive report about this event. We have taken note of all your comments and we will see what change we will make.
Just a question though. Is your feedback based on version 1.2 or 1.3 of the mod ? I'm asking this because the Science Con should happen less often in 1.3 and if you feel it's still too much, it might mean we have some fix to do.
Also, it's probably just bad luck that you weren't invited because AI could invite you if they get the event. :)

Anyway, we are discussing this right now and we will see what's best for the event.