Thanks, I added your suggestions to my list.
And here is probably the last set for today:
151) Assassian Discovered (either

or a great spy or units)
a) 100% -> 95%
b) iWeight 50 -> 100
-------------------
152) Sea Storm (kills a unit and puts a storm feature on this plot)
a) Can only Trigger on Ocean; will add tropical and polar Ocean as well.
b) iWeight 400 -> 200
---------------------
153) Reef (Lose a Unit)
a) This should spawn a Reef Feature on the map...
b) And I will add ORprereqs Tropical and Polar Coast.
------------------
154) Stuck on a Reef (immobile unit)
a) I will add ORprereqs Tropical and Polar Coast.
-------------------
155) Druids (Druids visit stonehenge: +1

or keep them there -> 1+ Priest)
a) 100% -> 95%
b) iWeight 300 -> 200
-------------------
156) Treasury plundered (lose

, but Treasury gets either +1

or you get a free spy specialist)
a) 85% ->95%
b) iWeight 50 -> 100
--------------
157) Fullerenes (Lab gets +3

)
a) 100% -> 95%
b) Requires Laboratory... Chemistry Lab would be more appropiated. Also for the reward.
c) Will add Graphite as prereq.
d) Also Modern Physics as prereq.
-------------------
158) Artificial Element (Accelerator gets +3

)
a) 100% -> 95%
---------------------
159) Black Death (either 3 pop die or 4 and it might spread)
a) 85% -> 100%
b) iWeight 200 -> 500
c) Add an appropiated Disease as prereq (do we have Black Death as disease?) Or can you add a dynamic property directly as prereq like flamability?
----------------------
160) Smallpox (either 1 pop dies or 2 and it may spread.)
a) 85% -> 100%
b) iWeight 200 -> 500
c) Same as above: Do we have Smallpox?
----------------------
161) Refinery Explosion (pay a lot or it causes HUGE enviromental damage)
a) 100% -> 95%
b) recurring
-------------------------
162) Silver Rain (a rather powerful event! Either pay to get a Nanite Cloud or... the barbarian attacks you with some.)
a) 20% -> 85%
---------------------
163) Seastorm 2/3/4/5 (kill Ships on Ocean)
a) add the other Coasts/Oceans for C2C
b) Actually they can't trigger anymore since pre Navigation Ships can't enter Ocean at all. Basically we can turn these off then so it doesn't need to check every round if it can trigger.
-----------------------
164) Famous Doctor (Either Uni gets +

and

or you get a free Hospital)
a) 60% -> 90%
b) Could make a 3rd option that you get a Great Doctor
----------------------
165) Hardy Crops (+1

on a plot)
a) 80% -> 95%
b) Add new C2C Farm Resources
c) Since it comes first with Biology, I think 2

on the plot is not too much.
-----------------------
166) Prime Timer (Forest gets +1

)
a) 75% -> 95%
b) We have an Improvent for Forests before Lumbermill... I will add this, as well as the Jungle Camp.
c) Change it so that it will now place Prime Timber on the Map.
d) make it recurring.
-------------------
167) Resort Town (give a town +1 :commerce)
a) 75% -> 90%
b) iWeight 70 -> 100
c) Add minimum Treasury of 10.000

(OR add a choice to do nothing, whatever you prefer)
d) Instead of +1

I'm going to give it +10

and -3
--------------------
168) Local Mills (+1

from towns)
a) 75% -> 90%
b) iWeight 70 -> 100
-------------------
169) Greenspace (grow a Forest on a City tile)
a) 100% -> 95%
b) Make it require NO feature so it can't happen at the same town over and over again.
------------------
170) Tolerance (Spawns a great Prophet)
a) 60% -> 90%
b) 300 -> 200
--------
171) Recruitment drive (get a free Musket Man)
a) 50% -> 90%
b) iWeight 300 -> 200
---------
172) Salt Mine (Spawns Salt)
a) 80% -> 95%
b) Add Modern Mines as prereq.
c) Remove the extra :Commerce:.
d) Any reason why it only work on Tundra?
----------------
173) Lewittown (Upgrades a Cotton / Hamlet to a Village.
a) is turned off and I can't tell why? Is it a problem when a plot actually has an improvement and you try to spawn another one on top of it?
--------------
174) War Memorial (either free Obelisk or if it already exists it gets +1

)
a) 80% -> 95%
b) 500 -> 300
c) Requires Astronomy and places an obelisk... I think they are obsolete by then...
-------------
175) Great monuments (+2

from an obelisk)
a) 75% -> 95%
b) When do Obelisk go obsolete? This one requires Scientific Method and an Obelisk...
----------
176) Promising Commander (Get a free great general)
a) 80% -> 95%
b) iWeight: 500 -> 200
---------
177) Loyality Test (Palace +4

)
a) iWeight: 300 -> 200
b) Requires Despotism and the Tech Facism. I will change that to the civic facism.
-----------------
178) Expensive Habbits (pay so your palace gets +2

)
a) 80% -> 95%
------------
179) Academic founding (+1 free Scientist in Academy)
a) 70% -> 90%
b) iWeight 80 -> 150
c) remove global
------------
180) Major in Humanity (Uni +2

and +1

)
a) 80 -> 95%
.--------------
181) Quality Wool (up to 15 (!)

!!!!!!
a) 80% -> 95%
b) Change obsolete from Economics to Industrialism
------------------
182) Hardy Scouts
a) 70% -> 90%
b) Change obsolete Tech to Exploration
c) iWeight 700 -> 200
-------------
183) Cattle Ranchers (Spawns a Cow)
a) 50% -> 85%
-----------
184) Fort in Disrepear (pay for it or lose the fort)
a) 80% -> 95%
b) iWeight 250 -> 150
c) Remove min Treasury requirement
-------------
185) Cotton Irrigation (either nothing or +1

and -1

from plot)
a) 70% -> 90%
b) change it to 3

and -1

on this plot (requires Planned civic so comes quite late)
-------------
186) Labor Unions (either Factory +

or +

)
a) 80% -> 95%
b) I know we have this NW... But still, a nice event! Would you like to have the Labor Union as prereq?
----------------
187) No Justice (temporary +1

)
a) 60% -> 85%
b) requires Oligarchie... Do we have that civic?