AH yes, the early events have a duplicate file... but in my last released I largely solved that, by taking one file and removing all but 1 entry, and leaving the other file active with all of the entries. (They are named different files, so if I just removed one or the other, the game would default to using both again).
Anywho... regarding anomalies.
Here are the active categories, their likelihood (weight score, which I admit, I don't fully understand) and number of events (actually this is my current count, which is slightly higher because the next version of GRM will be adding about 4 Salvage variants and 3-10 new Encounters).
Encounters (20 Weight) 35 events
Salvage (20 Weight) 12 events
Ship Graveyards (15 Weight) 14 events
Precursor Anomalies (5 Weight) 12 events
Default GC3 has less of all of these and removed ship graveyards and still has some standard "artifacts" that are not defended/not precursor artifacts. I rolled those artifact events in the Encounters category and then disabled it.
What you are noticing is that Precursor Anomalies have been set much, much, much lower. A weight of 5 means that I typically only see one or two in a large map. They currently all use the same model, a crystal techy thing surrounded by a cloud. I chose to do this for two main reasons.
1) The precursor anomalies were very common in the past, and extremely powerful.
2) The game's AI players never explore guarded anomalies such as ship graveyards or precursor anomalies and the auto-survey command largely ignores guarded anomalies.
This means that they represent a GROSS advantage for the player if these things are common. The ship graveyards are not nearly as powerful, so I brought them back, but the precursor anomalies are so broken I didn't really consider them worthwhile.
If you really love them, just go into
C:\Users\User\Documents\My Games\GC3Crusade\Mods\GRM-Anomalies\Game
Find "DLC4_AnomalyDefs" and open the file. You'll see this entry:
<AnomalyGroup>
<InternalName>PrecursorAnomaly</InternalName>
<DisplayName>PrecursorAnomaly_Name</DisplayName>
<Weight>5</Weight>
Change the 5 to say 15, and you should start seeing many more of these.
As for Horemvore, I don't know exactly how he modified these events/etc. as I can't get his downloaded file to open/etc. (I was hoping to learn from some of his work on diplomacy/etc.). It's not the first time Horemvore has gotten fed up and stopped supporting his mod, so you never know, he might come back.
Regarding the anomalies... I obviously converted many of the default anomalies into my style/etc. but probably ALL of the Encounter category is new... so that's about 35. There definitely is something weird about "weights" though, because I often find the same events are biased towards showing up repeatedly despite all the events having the same weight score. Well... almost all... there are some extremely rare ones... space mollusks for example.
Regarding colonial events... yeah I converted them to my style, but I only probably added 5 or so brand new events.