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Xenon ship mods per Evolution level

Every Evolution level unlocks one new tier of equipment mods across 6 categories. Newly built Xenon ships get the current-level mod on their appropriate slot: engine mod on engines, ship mod on hull, shield mod on shields, and so on. The mod is applied at build time via apply_equipment_mods — existing ships in the field are not retroactively upgraded.

Verified against libraries/equipmentmods.xml and LibraryEvolutionSetEQMods in md/deadairdynamicuniverse.xml (line ~3589).

At each level, DA assigns six mod ware IDs to $DAEvolutionCurrentEQMods in this order:

SlotCategoryWare id patternPrimary statBonus slots
1Enginemod_engine_xenon_L_daforwardthrustup to 4
2Ship (hull)mod_ship_xenon_L_damass reductionup to 2
3Shieldmod_shield_xenon_L_dacapacitynone
4Weapon (turret/gun)mod_weapon_xenon_L_dadamageup to 2
5Missile weaponmod_weapon_xenon_missile_L_darotationspeednone
6Ship eco (economy hull variant)mod_ship_xenon_eco_L_damass reductionup to 3

All bonus rolls have chance=1.0 — the “up to N” bonuses are always all applied, so there’s no randomness in the outcome. Values are constant per level (min == max in the source).

Where L = Evolution level 1-10.

Mod quality tier: Levels 1-3 → quality 1, Levels 4-6 → quality 2, Levels 7-10 → quality 3.

Every engine mod boosts forward thrust and stacks four guaranteed bonuses on top: rotation thrust, boost thrust, travel thrust, and travel charge time.

LevelforwardthrustrotationthrustboostthrusttravelthrusttravelchargetimeQuality
1×1.05×1.05×1.05×1.025×0.95 (5% faster)1
2×1.10×1.10×1.10×1.05×0.901
3×1.15×1.15×1.15×1.075×0.851
4×1.20×1.20×1.20×1.10×0.802
5×1.25×1.25×1.25×1.125×0.752
6×1.30×1.30×1.30×1.15×0.702
7×1.35×1.35×1.35×1.175×0.653
8×1.40×1.40×1.40×1.20×0.603
9×1.45×1.45×1.45×1.225×0.553
10×1.50×1.50×1.50×1.25×0.50 (50% faster)3

At Evolution level 10 a Xenon ship’s engine is 50% stronger on forward + rotation + boost thrust, 25% stronger on travel thrust, and its travel drive charges twice as fast.

Reduces ship mass (primary) and stacks two guaranteed bonuses: drag reduction and hull HP.

LevelmassdragmaxhullQuality
1×0.95 (5% lighter)×0.975×1.025 (+2.5% HP)1
2×0.90×0.95×1.051
3×0.85×0.925×1.0751
4×0.80×0.90×1.102
5×0.75×0.875×1.1252
6×0.70×0.85×1.152
7×0.65×0.825×1.1753
8×0.60×0.80×1.203
9×0.55×0.775×1.2253
10×0.50 (half mass)×0.75×1.25 (+25% HP)3

At L10 the hull is half its normal mass, 25% less draggy, and has 25% more HP — so much lighter + tankier, which multiplies with the engine mod’s thrust boost to make L10 Xenon ships noticeably more agile than vanilla.

Straight shield capacity boost, no bonus rolls.

LevelcapacityQuality
1×1.051
2×1.101
3×1.151
4×1.202
5×1.252
6×1.302
7×1.353
8×1.403
9×1.453
10×1.50 (+50% shield HP)3

Boosts weapon damage (primary) and stacks two guaranteed bonuses: mining efficiency and turret rotation speed.

LeveldamageminingrotationspeedQuality
1×1.05×1.10×1.051
2×1.10×1.20×1.101
3×1.15×1.30×1.151
4×1.20×1.40×1.202
5×1.25×1.50×1.252
6×1.30×1.60×1.302
7×1.35×1.70×1.353
8×1.40×1.80×1.403
9×1.45×1.90×1.453
10×1.50 (+50% dmg)×2.00 (2× mining)×1.50 (turrets track 50% faster)3

The rotationspeed bonus is why L10 Xenon turrets track fast-moving player ships — same reason vanilla combat mods raise this stat. The mining bonus applies to mining weapons on their miners.

5. Missile weapon mod (mod_weapon_xenon_missile_L_da)

Section titled “5. Missile weapon mod (mod_weapon_xenon_missile_L_da)”

Boosts missile weapon rotation speed only — no other bonuses.

LevelrotationspeedQuality
1×1.051
2×1.101
3×1.151
4×1.202
5×1.252
6×1.302
7×1.353
8×1.403
9×1.453
10×1.503

Reads modest but matters for missile boat classes (Xenon K’s missile launchers, etc.) where turret rotation gates dps.

Applied to Xenon economy-class ships (miners, transports). Same primary as the regular ship mod (mass reduction) but with three bonus slots including radar cloak and a stronger hull boost.

LevelmassdragradarcloakmaxhullQuality
1×0.95×0.975−0.05 (5% harder to detect)×1.051
2×0.90×0.95−0.10×1.101
3×0.85×0.925−0.15×1.151
4×0.80×0.90−0.20×1.202
5×0.75×0.875−0.25×1.252
6×0.70×0.85−0.30×1.302
7×0.65×0.825−0.35×1.353
8×0.60×0.80−0.40×1.403
9×0.55×0.775−0.45×1.453
10×0.50×0.75−0.50 (50% harder to detect)×1.50 (+50% HP)3

Note on maxhull: the eco variant’s hull boost is larger than the combat ship mod (+50% at L10 vs +25%). Xenon miners are meaningfully tankier than their spec at high evolution. Combined with radar cloak, they’re hard to find AND hard to kill — a real change from vanilla behavior where a miner is basically free XP for a solo fighter.

A rough thumbnail of a fresh Xenon K straight off the shipyard at Evolution level 10, vs a fresh one at level 0:

StatL0 (vanilla)L10Change
Forward thrustbaseline×1.50+50%
Rotation thrustbaseline×1.50+50%
Travel chargebaseline×0.502× faster
Hull massbaseline×0.50half
Hull HPbaseline×1.25+25%
Shield HPbaseline×1.50+50%
Weapon damagebaseline×1.50+50%
Turret rotationbaseline×1.50+50%

That’s not “a bit tougher”. A pilot who knows L0 K encounters instinctively will get killed by L10 K encounters unless they adjust — the K arrives faster, dodges faster, out-DPS’s, and eats 50% more shield damage before it starts losing hull.

All values above come straight from libraries/equipmentmods.xml lines 3-502 in the current head. The min and max fields are identical per level, so there’s zero variation — you always get exactly the numbers listed. Ware definitions live in the same folder’s wares.xml.