Well the guide says each event can only happen once per game (true), the chance of an event is based on the length of time since the last event (true) but events will not start before turn 50 (false) so some information on the current state has to be recorded.
DE80 Turn number of last event - 40 at game start which is 2339 although I believe can only happen on next turn so I think of it as 2340 (E232 is current game turn number)
Events - first address is flag (0=not yet, 1=occurred), second address is parameters for that event
DE86 DEAC Plague ............ parms: active flag (2=active, 0=complete), planetary index, research
DE88 DEB6 Quake ............. parms: player number, planetary index
DE8A DEBA Nova .............. parms: active flag, player number, planetary index, turns, research
DE8C DEC4 Accident ......... parms: active flag, player number, planetary index
DE8E DECC Assassination ... parms: player numbers (who/by)
DE90 DED2 Virus ............... parms: player number, research field (0/2/4/5)
DE92 DED6 Comet ............. parms: active flag, player number, planetary index, turns, hit points, damage
DE94 DEE2 Pirates ............. parms: active flag, zero?, planetary index, hit points
DE96 DEEC Derelict ............ parms: player number
DE98 ....... Rebellion .......... parms: none
DE9A DEEE Space Crystal ... parms: active flag, x co-ordinate, y co-ordinate, turn counter?, zero?, planetary index, count of slagged planets
DE9C DEFC Space Amoeba .. parms: active flag, x co-ordinate, y co-ordinate, turn counter?, zero?, planetary index, count of slagged planets
DE9E DF0C Fertile .............. parms: planetary index
DEA0 DF10 Rich ................. parms: planetary index
DEA2 DF14 Merchant .......... parms: player number
DEA4 DF18 Poor ................ parms: planetary index
So to start events at a certain time change DE80 to the turn number required eg. x'64' for 2400. To disable events change the flag address for that event to one eg. DE96=1 means no Derelict. To 'trial' events set DE80 much lower than turn number at E232 (or up turn number), disable events not interested in, but still may take a few turns to appear. Some events seem to have a time threshold before which they will not appear - my current estimates are:
monsters - 2500
derelict - 2450
comet - 2400
Note player numbers are as MAP display from zero for human player up to 5. Planetary index is number of planet starting from zero for first planet in save; it is usually stored at offset x'5C' from planet name but this is actually index of RELOC planet.
My interest was peaked by events in my game in Imperium 12, particularly the Comet event. The guide says Comet has random 400 to 600 hit points and war ships reduce this by 1/5/25/125 per turn for small/medium/large/huge. So I left a huge warship at my homeworld and it took 5 turns to destroy Comet but I was curious. After the game I used above info to generate a few (30+ actually!) Comets. The good news was that hit points were always a multiple of 25 between 350 and 450. The bad news is a huge did varying amounts of damage - I recorded values up to 122 and down to 4!
So it looks like the guide is quoting the maximum damage and actual damage varies randomly from 1 to that number. So an average 63 damage per turn would not have destroyed my Imperium 12 Comet (which actually had 375 hp) in time to save my homeworld and who wants to leave their homeworld to luck of RNG. Lucky me! It looks like smalls are a more certain way of dealing with Comets (not tested).