Hello everyone, head of the ReUI slop department here.
I have been switching some of my focus to SIM mods and have recently made a new mod called "random events", which triggers, as the name says, random events during the game!
Basically every set interval (configurable via the lobby, default is 2 minutes) it triggers an event for everyone in the game. The event is the same for everyone. It can be a one time thing of "Get 5000 mass" or a duration event of "+50% Damage" (for all units). Each event has a popup like this:

With the current version 5, which I just released, we are at 111 events, each weighed the same (completely random). What is also (since version 5) included, is a visual indicator of what event is currently active and when the next event will trigger:

Each event is active until the next event (except the one-time events, which are... one time), but this is configurable via the lobby options to last longer, shorter or even the entire game so they stack, but the default is until the next event.
A "no event" timer for the start of the game can also be configured to have more "peace" at the start. Default is 0, so the first event will trigger when the first timer runs out (default 2min).
Overall I'd say this is a mod to really mix games up and have some chaotic gameplay. Feel free to give ideas for events!
And lastly a message to this bozo with this review lol:

Yes, as is the case with every random mod, it is always biased towards the enemy!! Jokes aside, he clearly didnt get how it works, because everyone gets the same buffs..
Since it was requested here is a list of all events as of V11:
Duration stat modifier events (58)
- Power Dampening Field - All weapons deal 50% less damage
- Weapons Hot - All weapons deal 50% more damage
- Overclocked Servos - All units move 50% faster
- Gravitic Anchor - Everything moves at half speed
- Grid Brownout - Energy production cut by 50%
- Mass Shortage - Mass production cut by 50%
- Supply Crisis - Mass and energy production cut by 30%
- Power Surge - Energy production boosted by 50%
- Industrial Frenzy - Engineers and factories build twice as fast
- Crazy Engies! - Engineers get a 100% speed boost
- Armored Advance - Land units: +10% damage, speed and HP
- Tailwind - Air units: +10% damage, speed and HP
- High Tide - Naval units: +10% damage, speed and HP
- Steel Legion - Land units: +20% damage, speed and HP
- Air Supremacy - Air units: +20% damage, speed and HP
- Fleet Command - Naval units: +20% damage, speed and HP
- Bogged Down - Land units: -20% damage, speed and HP
- Turbulence - Air units: -20% damage, speed and HP
- Rough Seas - Naval units: -20% damage, speed and HP
- Fortified Positions - Defensive structures deal 50% more damage
- Targeting Scrambled - Defensive structures deal 50% less damage
- Reinforced Plating - All units gain +50% HP (buildings excluded)
- Rapid Fire - All weapons fire twice as fast
- Jammed Barrels - All weapons fire at half speed
- Blind Playthrough - Line-of-sight vision disabled - radar only
- Gold Rush - Mass extractors produce double
- Mass Drought - Mass production cut in half
- Power Surge - Power generators produce double
- Energy Crisis - Energy production cut in half
- Economic Boom - Mass and energy production +50%
- Recession - Mass and energy production halved
- Glass Cannons - Units deal double damage but have half HP
- Fortified - Units have double HP but deal half damage
- Berserk - More damage, faster fire, less HP
- Pacifism - All weapons deal only a quarter damage
- Sharpshooters - All weapons deal +50% damage
- Adrenaline - Units move and fire 50% faster
- Featherweight - Units move twice as fast but have half HP
- Overdrive - Faster firing but more fragile
- Spray and Pray - Fire much faster but each shot hits softer
- Reckless Assault - All-out attack: hit harder and faster, but paper-thin
- Battle Frenzy - Everything combat-related is boosted
- War Economy - Production surges but units are weaker
- Scorched Earth - Hit harder at the cost of survivability and economy
- Last Stand - Massively tanky but slow and weak on offense
- Fragile - Everything has half HP
- Paper Thin - Everything has just 10% HP
- Industrial Boom - Engineers and factories build twice as fast
- Bureaucracy - Everything builds at half speed
- Reinforced Bunkers - Defensive structures have triple HP
- Air Superiority - Air units gain +50% damage and HP
- Clipped Wings - Air units have half HP
- Grounded - Air units move at half speed
- Naval Dominance - Naval units have double HP
- Landlubbers - Naval units deal half damage
- Tank Rush - Land units move 50% faster
- Commander Boost - Commanders gain double HP and +50% damage
- Radar Jamming - All radar, omni and sonar go dark - line-of-sight only
Instant events (45)
(some of these are in theory not instant, because they are played out over a period of time to prevent lag)
- Scattered Debris - A light shower of reclaim falls across the map
- Salvage Storm - A heavy shower of reclaim falls across the map
- Mass Meteor Shower - A massive deluge of reclaim falls across the map
- Structural Collapse - Every unit and building drops to 10% HP (commanders safe)
- Ion Storm - Every unit and building loses half its current HP
- Nanite Bloom - All units and buildings repair to full HP
- Commander Meltdown - Every commander drops to 1 HP (it can regenerate)
- Decimation - 20% of every player's units are destroyed (commanders safe)
- Sabotage - 20% of every player's buildings are destroyed
- No Fly Zone - Half of every player's air units fall from the sky
- Quantum Flux - Half of all T1 units morph into random T1 units
- Quantum Flux - Half of all T2 units morph into random T1 units
- Quantum Flux - Half of all T3 units morph into random T1 units
- Rogue Scouts - Every T1 land and air scout mutates into a hostile T2 unit that leaves no wreck
- Defenses Rebel - Every defensive structure turns hostile and fires on its former owner
- Factory Uprising - All T1 factories turn hostile and mass-produce attackers - land makes tanks, air makes bombers, navy makes frigates
- Massive Downgrade! - All T2 units become T1, all T3 units become T2
- Massive Upgrade! - All T1 units become random T2 units
- Viva la Resistance! - All engineers transform into UEF Mech Marines
- Your ACU Had a Child! - Every commander spawns a second commander
- Total Lockdown - No orders can be given for 20 seconds
- Total Bankruptcy - In 10 seconds, everyone's stored mass and energy is set to 0
- Signal Blackout - All scouts, radar and sonar are destroyed
- Mass for Everyone! - Every player receives 5,000 mass
- Huge Mass for Everyone! - Every player receives 10,000 mass
- Musical Commanders - Every commander is teleported to a teammate's position
- Bug Infestation - Land units mutate into Cybran bugs!
- Mass Crash - In 10 seconds, all stored mass is set to 0
- Return to Sender - Every commander is teleported back to its start position
- Naval Disaster - Half of all naval units are destroyed
- Cull the Weak - All T1 mobile units are destroyed
- Veteran Boost - Every mobile unit gains a veterancy level
- Elite Forces - Every combat unit gains two veterancy levels
- Mantis Swarm - Thirty Mantis appear next to each commander
- Robin Hood - Mass taken from the richest on each team, given to the poorest enemy
- Mutiny - A quarter of each army defects to hostile forces
- Mass Mutiny - Half of each army defects to hostile forces
- Defection! - Half of each player's engineers defect to an enemy
- Mass Defection! - Every engineer defects to an enemy
- Beetle Mania - A quarter of all T1 combat units defect and mutate into hostile Fire Beetles!
- Engineer Infestation - Half of all T1 engineers defect and mutate into hostile Fire Beetles!
- Doppelganger - Half of all units transform into a random unit of the same tier and type!
- Sabotage Ring - 10% of all structures defect to hostile forces!
- Resurrection - Every unit lost in the last minute returns where it fell
- Rise of the Fallen - Every wreck on the map comes back to life
Special events (14)
- Dark Age - No T3 units or buildings can be built
- Ground Stop - No land units can be built (engineers excepted)
- No-Fly Zone - No air units can be built
- Naval Blockade - No naval units can be built
- Stone Age - No T2 or T3 units or buildings
- Factory Freeze - No new factories can be built
- Disarmament - No new defensive structures can be built
- Engineer Strike - No engineers can be built
- Economic Sanctions - No economy structures (mass extractors, power, fabricators) can be built
- Sensor Blackout - All radar, sonar and omni structures are destroyed and none can be rebuilt
- Tier 2 Lockout - No T2 units or buildings can be built
- Skip the Basics - No T1 units, buildings or engineers can be built
- Meteor Shower - Explosive shells rain across the map
- Soul Harvest - Units you kill rise again under your command - no wreck left behind