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Did you check the on_actions file in \common\on_actions?

Code:
# No scope, like on_game_start
on_yearly_pulse = {
    events = {
        pirate.4
        crisis.204
    }
}

# No scope, like on_game_start
on_bi_yearly_pulse = {
    events = {
        crisis.205
    }
}

# No scope, like on_game_start
on_five_year_pulse = {
}

# No scope, like on_game_start
on_decade_pulse = {
    events = {
        crisis.206
        galactic_features.362
    }
}

# Triggers when the game starts
on_game_start = {
    events = {
        game_start.1
        game_start.2
        game_start.3
        game_start.4
    }
}

# Triggers when pressing begin in the intro window
# This = country to press begin
on_press_begin = {
    events = {
        tutorial.104
        advisor.1
    }
}

# Triggers when trying to open the diplomacy view for countries with custom diplomacy.
# Country scope
# This = target country (player)
# From = source country
on_custom_diplomacy = {
    events = {
        crisis.30
        crisis.55
        crisis.1050
        crisis.1051
        crisis.1052
    }
}

# Triggered when two empires discover each other
on_first_contact = {
    events = {
        story.7
        action.10
        action.15
        action.16
        action.17
        action.18
        action.25
        #action.31
        tutorial.59
    }
}

# Triggered when an Empire has fleets within another Empire's borders.
# This = receiver
# From = sender
# FromFrom = fleet
# FromFromFrom = system
on_enforce_borders = {
    events = {
    }
}

# Triggers country_event for the attacker upon victory
# This = country, leader attacker
# From = country, planet owner
# FromFrom = planet
on_planet_attackers_win = {
    events = {
        techrisk.4
        colony.114
        crisis.201
        action.8
        action.14
        colony.158
        crisis.2400
    }
}

# Triggers country_event for the attacker upon defeat
# This = country, attack leader
# From = country, planet owner
# FromFrom = planet
on_planet_attackers_lose = {
    events = {
    }
}

# Triggers country_event for the defender upon victory
# This = country, planet owner
# From = country, attack leader
# FromFrom = planet
on_planet_defenders_win = {
    events = {
        colony.5
        colony.56
        colony.108
    }
}

# Triggers country_event for the defender upon defeat
# This = country, planet owner
# From = country, attack leader
# FromFrom = planet
on_planet_defenders_lose = {
    events = {
        colony.57
        colony.113
        colony.154
    }
}

# Triggers event when a system is entered by ships from a country (not pirates or monsters) for the first time
# Scope = Ship
# From = System
# FromFrom = Country
on_entering_system_first_time = {
    events = {
        action.40
        country.2
    }
    random_events = {
        200 = 0
        10 = leader.19
    }
}

# Triggers event when ship enters a system
# Scope = Ship
# From = System
# FromFrom = Country
on_entering_system = {
    events = {
        country.2
        country.6
        galactic_features.2
        anomaly.142
        anomaly.143
        anomaly.144
        country.1030
        country.1050
        country.1102
        anomaly.96
        anomaly.106
        anomaly.4036
        galactic_features.350
        country.254
    }
    random_events = {
        100 = 0
    }
}

# A fleet has entered a system
# Scope = Fleet
# From = System
on_entering_system_fleet = {
    events = {
        country.211
        country.1002
        anomaly.3095
        country.204
        country.205
        country.206
        story.218
        story.408
        anomaly.3114
        anomaly.3115
    }
}

# A ship has surveyed a planet.
# Scope = Ship
# From = Planet
on_survey = {
    events = {
        action.24
        advisor.10
        advisor.15
        advisor.25
        country.52
        progress.2
        primitive.1
        galactic_features.300
        story.307
        anomaly.6660
        colony_mod.100 #Setup event to add Titanic life blockers to planets with the modifier
        action.12
        tutorial.50
        tutorial.55
        precursor.102
        precursor.602
        precursor.1102
        precursor.1602
        precursor.2102
        precursor.2200
        precursor.2201
    }
}

# A ship is done surveying the last unsurveyed planet in a system
# Scope = ship
# From = system
on_system_survey = {
    events = {
        tutorial.2
        tutorial.299
        tutorial.18
        tutorial.74
        tutorial.170
        country.251
        country.252
        country.253
    }
}

# A planet has begun the colonization process.
# Scope = Planet
on_colonization_started = {
    events = {
        advisor.17
        progress.3
    }
}

# A planet has been colonized.
# Scope = Planet
on_colonized = {
    events = {
        primitive.40
        crisis.203
        anomaly.4171
        tutorial.27
        tutorial.444 #Increase num_colonies variable
    }
}

# A colony has been destroyed. Called just before owner and controller is cleared
# Scope = Planet
on_colony_destroyed = {
    events = {
        colony.2002
    }
}

# This = owner of fleet 1
# From = owner of fleet 2
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_entering_battle = {
    events = {
    }
}

# This = owner of ship 1 (destroyed)
# From = owner of ship 2 (combatant)
# FromFrom = ship 1
# FromFromFrom = ship 2
on_ship_destroyed_victim = {
    events = {
        mandate.143
    }
}

# This = owner of ship 1 (combatant)
# From = owner of ship 2 (destroyed)
# FromFrom = ship 1
# FromFromFrom = ship 2
on_ship_destroyed_perp = {
    events = {
    }
    random_events = {
    }
}

# This = owner of fleet 1 (destroyed)
# From = owner of fleet 2 (combatant)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_fleet_destroyed_victim = {
    events = {
        country.16
        country.18
        country.20
        country.220
        galactic_features.3
        country.1021
        country.1060
        anomaly.3097
        crisis.1012
        crisis.1115
        crisis.1215
        crisis.1252
    }
}

# This = owner of fleet 1 (combatant)
# From = owner of fleet 2 (destroyed)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_fleet_destroyed_perp = {
    events = {
        country.9
        country.11
        country.14
        country.215
        country.216
        country.1020
        country.1043
        colony.181
        observation.5
        story.109
        story.114
        story.209
        story.309
        story.311
        story.214
        story.216
        story.409
        anomaly.3101
        anomaly.3120
        galactic_features.360
        crisis.1111
        crisis.70
    }
    random_events = {
        300 = 0
        10 = leader.1
        10 = leader.5
        10 = leader.6
        10 = leader.7
        10 = leader.8
        10 = leader.9
    }
}

# This = owner of fleet
# From = disbanded fleet
on_fleet_disbanded = {
    events = {
        mandate.3 #removes mandate progress if you disband a related station
    }
}

# This = owner of fleet
# From = destroyed fleet
on_fleet_destroyed_maintenance = {
    events = {

    }
}

# The game will generate one on_building_X on_action for every station ship-size
# Orbital stations will get the planet in FROM, space stations only get they building ship

# This = construction ship
# From = planet it is built on
# Fires when construction is complete,
# immediately before station is created
on_building_mining_station = {
    events = {
        mandate.110
        tutorial.10
        tutorial.1000
        tutorial.56
        pirate.3
    }
}

# This = construction ship
# From = planet it is built on
# Fires when construction is complete,
# immediately before station is created
on_building_research_station = {
    events = {
        mandate.120
        tutorial.12
        tutorial.1200
        tutorial.56
    }
}

# This = construction ship
# From = planet it is built on
# Fires when construction is complete,
# immediately before station is created
on_building_outpost_station = {
    events = {
        tutorial.76
        tutorial.750
        tutorial.56
        mandate.110
        mandate.120
    }
}

# This = construction ship
# Fires when construction is complete,
# immediately before station is created
on_building_wormhole_station = {
    events = {
    }
}

# This = country
# From = opponent war leader
on_entering_war = {
    events = {
    }
}

# This = Country
# From = Fleet
on_fleet_detected = {
    events = {
        nomad.1
    }
}

# This = Ship
# From = Disabler Ship
on_ship_disabled = {
    events = {
        country.201
        country.212
        country.217
        country.222
    }
}

# This = Ship
on_ship_enabled = {
    events = {
    }
}

# Triggers when a Special Project to uplift a pre-sentient species is completed
# Scope = planet_event
# This = planet scope
# From = uplifted species
on_uplift_completion = {
    events = {
        uplift.6081
        uplift.6001
        uplift.6011
        uplift.6021
        uplift.6031
        uplift.6041
        uplift.6051
        uplift.6061
        uplift.6071
        uplift.6091
    }
}

# This = Planet scope
# From = Country
on_purge_complete = {
    events = {
        crisis.202
        # mandate.131
        action.21 # Opinion effect on other empires
    }
}

# This = Pop scope
# From = Planet
on_purge_begun = {
    events = {
        faction.800
        action.26 # Pop happiness effects
    }
}

# This = Pop scope
# From = Planet
on_purge_canceled = {
    events = {
        faction.2
        action.27 # Pop happiness effects
    }
}

# Planet has reached 0 health
# This = Planet
on_planet_zero_health = {
    events = {
        crisis.200
    }
}

# Pop is enslaved
# This = Pop scope
# owner_species = { (species)
# owner = { owner_species = { (empire main species)
# owner = { (empire)
on_pop_enslaved = {
    events = {
        faction.1
        mandate.170
        action.22 # Opinion and happiness effects
        action.29 # Remove the pop if we don't allow slaves to procreate
    }
}

# Full Orbital Bombardment commenced
# This = Country scope
# From = Planet
on_full_orbital_bombardment = {
    events = {
    }
}

# Pop is released from slavery
# This = Pop scope
# owner_species = { (species)
# owner = { owner_species = { (empire main species)
# owner = { (empire)
on_pop_emancipated = {
    events = {
        faction.2
        mandate.155
    }
}

# Executed right before a country has established communications with another country
# This = Country which established the communications
# From = Country which communications were established with
on_pre_communications_established = {
    events = {
        action.7
        action.19
    }
}

# Executed right after country has established communications with another country
# This = Country which established the communications
# From = Country which communications were established with
on_post_communications_established = {
    events = {
        anomaly.4016
        anomaly.4092
        tutorial.60
        tutorial.61
        tutorial.62
    }
}

# Executed as a leader has died
# This = Country
# From = Leader
on_leader_death = {
    events = {
        pretender.1
        mandate.21
    }
}

# A leader leveled up.
# Scope = Country
# From = Leader
on_leader_level_up = {
    events = {
        leader.20 #gatekeeper for various events
    }
}

# Executed as new ruler has been set
# This = Country
on_ruler_set = {
    events = {
    }
}

# Executed when a ruler has been removed
# From = Previous Ruler
# This = Country
on_ruler_removed = {
    events = {
    }
}

# From = Tile
# This = Planet
on_blocker_cleared = {
    events = {
        tutorial.16
        tutorial.160
    }
}

# A ship has started a new order
# Root = Ship
# From = Country
on_ship_order = {
    events = {
        tutorial.500
    }
}

# Executes after a policy has been changed
# use last_changed_policy to identify which policy it was
# This = Country
on_policy_changed = {
    events = {
        mandate.150
        action.20
        action.35
    }
}

# A ship has been built
# Root = Ship
# From = Planet
on_ship_built = {
    events = {
        tutorial.40
        tutorial.8
        tutorial.21
        tutorial.25
        mandate.144
    }
}

# A ship design has been finished
# Root = Country
on_ship_designed = {
    events = {
        tutorial.49
        tutorial.480
    }
}

# A war has ended
# Root = Loser
# From = Main Winner
on_war_ended = {
    events = {
    }
}

# Root = Planet being bombarded for a day.
# From = Fleet performing the delicate bombardment.
on_daily_bombardment = {
    events = {
        crisis.1011
    }
}

# A country has increased the level of a tech, use last_increased_tech trigger to check tech and level.
# This = Country
on_tech_increased = {
    events = {
        tutorial.6
        tutorial.64
        tutorial.73
        crisis.2190
    }
}

# A country has modified a species
# This = Country
# From = Species ( Post Modification )
on_modification_complete = {
    events = {
        tutorial.65
    }
}

# A planets controller becomes a country not the same as the owner.
# Root = Planet
# From = Planet Owner
# FromFrom = Planet Controller (the one occupying)
on_planet_occupied = {
    events = {
        crisis.2005
        crisis.2215
    }
}

# A fleet has successfully escaped from combat, executed right before the fleet enters FTL
# This = escaping fleet
# From = system escaped from
# FromFrom = system escaping to
on_emergency_ftl = {
    events = {
    }
    random_events = {
        310 = 0
        10 = leader.10
        10 = leader.12
        10 = leader.13
        10 = leader.14
    }
}

#A building construction has been completed.
# This = Planet
# From = Tile
on_building_complete = {
    events = {
        tutorial.14
        tutorial.140
    }
}

# A building construction has been queued.
# This = Planet
# From = Tile
on_building_queued = {
    events = {
    }   
}

# A building construction has been unqueued.
# This = Planet
# From = Tile
on_building_unqueued = {
    events = {
    }   
}

# A building construction has been completed, which is an upgrade of previous building.
# This = Planet
# From = Tile
on_building_upgraded = {
    events = {
    }   
}

# A building construction has demolished.
# This = Planet
# From = Tile
on_building_demolished = {
    events = {
        colony.2020
    }
}

# A building construction has finished, replacing another building.
# This = Planet
# From = Tile
on_building_replaced = {
    events = {
        colony.2020
    }
}

# A planet is being bombarded
# This = planet under bombardment
# From = bombarding empire
on_monthly_orbital_bombardment = {
    events = {
        orbital_bombardment.1
    }
}

# A tile building has been ruined
# This = Planet
# From = Tile
on_building_ruined = {
    events = {
       
    }
}

# A tile building has been repaired
# This = Planet
# From = Tile
on_building_repaired = {
    events = {
    }
}

# Tutorial level for a country has changed
# This = Country
on_tutorial_level_changed = {
    events = {
        tutorial.100 # Show what has been enabled / disabled
        tutorial.101 # Show what has been enabled / disabled
        tutorial.102 # Show what has been enabled / disabled
        tutorial.103 # Disable irrelevant tutorial stuff
    }
}

# A war has been won
# This = Winner Warleader
# From = Loser Warleader
on_war_won = {
    events = {
        action.32
    }
}

# A war has been won, by force
# This = Winner Warleader
# From = Loser Warleader
on_war_won_forced = {
    events = {
        action.37
    }
}

# A war has been lost
# This = Loser Warleader
# From = Winner Warleader
on_war_lost = {
    events = {
        fallen_empires.2
    }
}

# A war has been lost, by force
# This = Loser Warleader
# From = Winner Warleader
on_war_lost_forced = {
    events = {
        action.38
    }
}

# A white peace has been signed
# This = Recipient
# From = Actor
# FromFrom = Main Attacker
# FromFromFrom = Main Defender
on_white_peace = {
    events = {
    }
}

# A white peace has been signed, by force
# This = Recipient
# From = Actor
# FromFrom = Main Attacker
# FromFromFrom = Main Defender
on_white_peace_forced = {
    events = {
        action.39
    }
}

# A pop has finished migrating to another planet
# Root = pop
# From = Tile on the new planet
# FromFrom = Tile on the old planet
on_pop_migration_end = {
    events = {
    }
}

# A pop has been resettled to another planet
# Root = pop
# From = Tile on the old planet
on_pop_resettled = {
    events = {
    }
}

# A pop has been born
# This = pop
on_pop_birth = {
    events = {
        action.28
        action.141 # Transfer shorter Culture Shock to children
    }
}

# Initial rebels manage to take control of the planet, happens before the new owner is set, after the war is created.
# This = Rebel Country
# From = Planet
# FromFrom = War
on_rebels_take_planet = {
    events = {
        action.30
    }
}

# Initial rebels manage to take control of the planet, happens after the new owner is set, after the war is created.
# This = Rebel Country
# From = Planet
# FromFrom = War
on_rebels_take_planet_owner_switched = {
    events = {
        action.36
    }
}


#Country scope
on_election_started = {
    events = {
        action.33
    }
}
on_election_ended = {
    events = {
        action.34
    }
}

# X years has passed since a planet was colonized (won't trigger on empire homeworld)
on_colony_1_year_old = {
    events = {
    }

    random_events = {
        300 = 0

        ### Colony Events & Chains - 14
        1 = colony.1 # Migrating Forests
        1 = colony.50 # Subterranean Aliens
        1 = colony.1500 # Helpful Drones
        1 = colony.1520 # Mharin Kharin

        2 = colony.100 # Abandoned Terraforming
        1 = colony.180 # Asteroid Sighted
        2 = colony.2001 # Trouble in Paradise
        2 = colony.2005 # Submerged Cruiser
        2 = colony.2010 # A Change of Heart
        2 = colony.2015 # Odd Factory
        2 = colony.2025 # What Separates Us
        2 = colony.2030 # Assassination
        2 = colony.2035 # Infectious Disease
        2 = colony.2050 # Clerical Errors

        ### Planet Modifiers - 9
        5 = colony_mod.1 # Irradiated
        5 = colony_mod.2 # Titanic Life
        5 = colony_mod.3 # Unstable Tectonics
        5 = colony_mod.4 # Asteroid Belt
        5 = colony_mod.5 # Atmospheric Hallucinogen
        5 = colony_mod.12 # Asteroid Impacts
        5 = colony_mod.14 # Asteroid Impacts - Good
        5 = colony_mod.16 # Strong Magnetic Field - Good
        5 = colony_mod.17 # Strong Magnetic Field - Bad

        ### Tomb Worlds - 8
        5 = colony.150 # Underground Vault
        5 = colony.155 # Nuclear Bomb
        5 = colony.160 # Particle Accelerator
        5 = colony.161 # Surviving Infrastructure
        5 = colony.162 # Space Station
        5 = colony.163 # Wasteland Radiation
        5 = colony.164 # Pacifist Movement
        5 = colony.170 # Orbital Debris
    }
}

on_colony_2_years_old = {
    events = {
    }
    random_events = {
        300 = 0

        ### Colony Events & Chains - 14
        1 = colony.1 # Migrating Forests
        1 = colony.50 # Subterranean Aliens
        1 = colony.1500 # Helpful Drones
        1 = colony.1520 # Mharin Kharin

        5 = colony.100 # Abandoned Terraforming
        2 = colony.180 # Asteroid Sighted
        5 = colony.2001 # Trouble in Paradise
        5 = colony.2005 # Submerged Cruiser
        5 = colony.2010 # A Change of Heart
        5 = colony.2015 # Odd Factory
        5 = colony.2025 # What Separates Us
        5 = colony.2030 # Assassination
        5 = colony.2035 # Infectious Disease
        5 = colony.2050 # Clerical Errors

        ### Planet Modifiers - 9
        50 = colony_mod.1 # Irradiated
        50 = colony_mod.2 # Titanic Life
        50 = colony_mod.3 # Unstable Tectonics
        50 = colony_mod.4 # Asteroid Belt
        50 = colony_mod.5 # Atmospheric Hallucinogen
        50 = colony_mod.12 # Asteroid Impacts
        50 = colony_mod.14 # Asteroid Impacts - Good
        50 = colony_mod.16 # Strong Magnetic Field - Good
        50 = colony_mod.17 # Strong Magnetic Field - Bad

        ### Tomb Worlds - 8
        50 = colony.150 # Underground Vault
        50 = colony.155 # Nuclear Bomb
        50 = colony.160 # Particle Accelerator
        50 = colony.161 # Surviving Infrastructure
        50 = colony.162 # Space Station
        50 = colony.163 # Wasteland Radiation
        50 = colony.164 # Pacifist Movement
        50 = colony.170 # Orbital Debris
    }
}

on_colony_3_years_old = {
    events = {
    }
    random_events = {
        300 = 0

        ### Colony Events & Chains - 14
        1 = colony.1 # Migrating Forests
        1 = colony.50 # Subterranean Aliens
        1 = colony.1500 # Helpful Drones
        1 = colony.1520 # Mharin Kharin

        5 = colony.100 # Abandoned Terraforming
        3 = colony.180 # Asteroid Sighted
        5 = colony.2001 # Trouble in Paradise
        5 = colony.2005 # Submerged Cruiser
        5 = colony.2010 # A Change of Heart
        5 = colony.2015 # Odd Factory
        5 = colony.2025 # What Separates Us
        5 = colony.2030 # Assassination
        5 = colony.2035 # Infectious Disease
        5 = colony.2050 # Clerical Errors

        ### Planet Modifiers - 9
        150 = colony_mod.1 # Irradiated
        150 = colony_mod.2 # Titanic Life
        150 = colony_mod.3 # Unstable Tectonics
        150 = colony_mod.4 # Asteroid Belt
        150 = colony_mod.5 # Atmospheric Hallucinogen
        150 = colony_mod.12 # Asteroid Impacts
        150 = colony_mod.14 # Asteroid Impacts - Good
        150 = colony_mod.16 # Strong Magnetic Field - Good
        150 = colony_mod.17 # Strong Magnetic Field - Bad

        ### Tomb Worlds - 8
        50 = colony.150 # Underground Vault
        50 = colony.155 # Nuclear Bomb
        50 = colony.160 # Particle Accelerator
        50 = colony.161 # Surviving Infrastructure
        50 = colony.162 # Space Station
        50 = colony.163 # Wasteland Radiation
        50 = colony.164 # Pacifist Movement
        50 = colony.170 # Orbital Debris
    }
}

on_colony_4_years_old = {
}

on_colony_5_years_old = {
}

on_colony_6_years_old = {
}

on_colony_7_years_old = {
}

on_colony_8_years_old = {
}

on_colony_9_years_old = {
}

on_colony_10_years_old = {
}
 
I was hoping there would be some not listed in there. As i've seen some like on_species_modified which Extended Traits uses, that is not listed anywhere in the Stellaris game files.