Just an update.
I haven't had a whole lot of time to work on it this weekend, but here are the events included so far:
Random:
Free Seteler
Luxury resource spawned
Minerals overmined - removes mineral resource
Flood - destroys improvement, resource, and changes plot to marsh
Tornado - destroys improvement
Ecomomy boost - gold
Meltdown - if city has nuclear plant it gets destroyed and nuke fallout
Terrorist bombing - reduces production
Economic crash - reduces gold
Babyboom - increase pop
Exodus - decrease pop
Era Events - Can trigger when new era is entered (two possibilities):
Ancient: Dragon God
either increases faith and culture, or decreases it.
Classical:
either get tech, or reduces current research progress.
medieval:
slave revolt - -1 pop, barb spawned at city.
Merc army - 2 units join player
renaissance:
2 free artists, we love the king day in a city.
Riot - city damage, maybe anarchy.
Industrial:
Construction boom - all cities finish production.
Industrial disaster - production is reduced in a city.
Modern:
Diplomatic Disaster - a civ declares war on.
Social change - 2 free techs.
Post MOdern:
Improved mining/storage - doubles strategic resources
Sabotage - reduces strategic storage
Future:
Alien Attack - city gets nuked
Elite Team - 5 xcom units
I am now working on events related to policies being adopted, and calender related events(for certain months/seasons).
I have included some of the ideas submitted, and am still planning to include more of the rest.
If you have any suggestions you can still feel free to post.
I haven't had a whole lot of time to work on it this weekend, but here are the events included so far:
Random:
Free Seteler
Luxury resource spawned
Minerals overmined - removes mineral resource
Flood - destroys improvement, resource, and changes plot to marsh
Tornado - destroys improvement
Ecomomy boost - gold
Meltdown - if city has nuclear plant it gets destroyed and nuke fallout
Terrorist bombing - reduces production
Economic crash - reduces gold
Babyboom - increase pop
Exodus - decrease pop
Era Events - Can trigger when new era is entered (two possibilities):
Ancient: Dragon God
either increases faith and culture, or decreases it.
Classical:
either get tech, or reduces current research progress.
medieval:
slave revolt - -1 pop, barb spawned at city.
Merc army - 2 units join player
renaissance:
2 free artists, we love the king day in a city.
Riot - city damage, maybe anarchy.
Industrial:
Construction boom - all cities finish production.
Industrial disaster - production is reduced in a city.
Modern:
Diplomatic Disaster - a civ declares war on.
Social change - 2 free techs.
Post MOdern:
Improved mining/storage - doubles strategic resources
Sabotage - reduces strategic storage
Future:
Alien Attack - city gets nuked
Elite Team - 5 xcom units
I am now working on events related to policies being adopted, and calender related events(for certain months/seasons).
I have included some of the ideas submitted, and am still planning to include more of the rest.
If you have any suggestions you can still feel free to post.

Here you have the complete list of all CIV 4 random events: