Here, then, is an Artificial Life Plugin, Xenon Shipyard.
It creates a Xenon Shipyard, in sector X472. It is situated far enough back from the gates to prevent a traffic jam.
The reason for this plugin, was made possible by a user of another of my scripts, Yaki Stations. This script created a Yaki EQ Dock and Shipyard in a Yaki sector.
The user discovered, that the Yaki would spawn, by preference, at this shipyard. This means any of the Yaki Patrols, that you normally see away from Yaki sectors, would, if destroyed, respawn at the shipyard, then move to their patrol sectors.
This creates an interesting effect of the Paranid trying to kill them in the process.
Turns out, like the Yaki, the Xenon will, by preference, spawn at a Xenon Shipyard. And thus the plugin was born.
The AL is cyclic in nature. If the AL is turned on, it will spawn the Shipyard. If, while the AL is on, that Shipyard is destroyed, the plugin will eventually respawn a new one.
The side effect of this, is that any Xenon, in any Xenon sector (or even a patrol) that is destroyed (Stations not included), will respawn at the Shipyard, and attempt to head to their Home sector. This, though, only applies to Xenon defined in the Jobs.txt config, and not any scripted ship, like in Race Invasion, Xenon Migration, etc.
This, as those who played X2 know, can wreak havok with the sectors in between X472 and their destination. Especially, if it is a Cap ship that is heading Home.

This AL is provided in Cycrow Script Installer format (.spk)
Xenon Shipyard
Mirror at:
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