I agree, more fun the better.
Event system has great potential. Imagine you have nice power plant, suddenly it goes k-boom! and you have choice to:
1. Do nothing and have half of tiles contaminated/destroyed.
2. Spend some resources and cut damage by half.
3. Pour resources on top of that problem and contain it completely.
Then you get message that unhappy POP is responsible for the attack. Choices:
1. Create secret police: unhappiness and costs but it will catch responsible parties the quickest.
2. Tap communication: unhappiness only and not as effective.
3. Let the police do the work: no effects but you risk more bombings.
Too much? Imho it would be nice to have some crisis that ain't of epic proportion but you sill must act.
Its a great event but its colony/planet event, not lab event I had in mind that is direct result of researching technology.
Space exploring scientists can have little stories while researching anomalies and their traits can play part in that, while lab scientists traits are pretty much "what kind of technology cards you draw and research bonus".
Idea is that both should have their little stories and choices to make.
Maybe during war you want to skip some testing trials and speed up research, but is it worth the risk?
Maybe you just had accident, do you let lab to explode destroying building tile and some research progress or does your scientist risk his life to save his research?
Maybe scientist has to decide between sacrificing his life and life of all neighbouring pops.
Maybe your testing subjects mutate and start rapidly multipying, it block your lab tile and you have to research new project to contain it and stop it from spreading to other tiles.
Maybe you are lucky and discover positive side effects of your research, or maybe you just blow the whole planet.
