I've used 3 of the lesser pirate sectors to create the Apricot Tree, cut off from direct access from adjacent sectors, but linking them to 14 sectors around the Universe, including most of the capitals.
To create a SuperHub, link the 2 gates in Apricot Tree 2 that lead to Trees 1 and 3, to 2 of the Gate pairs in the Hub, and most of the traffic going through all 3 sectors will pass through the Hub as well.
Use your Superhub for your retail ventures.
Beta test available for trial.
Download from my download site, http://apricotmappingservice.com/X3TCdownloads/
File X3TC-Apricot-Tree-SuperHub-v2-02.zip
Install as a mod by unzipping into the main TC folder. Or rename the mod files to the next available false patch number and move in to the main TC folder.
Adds 3 new sectors adjacent to the Hub sector. All named Apricot Tree and a number 1 to 3.
Uses :
text file 8688-L044
x3_universe.xtm.
00749.bod by Sunblade.
jobs.txt used by Xenon Incursion version.
Known issues :
Navigating the nav map is now chaotic using the arrow keys from the new sectors. I suggest mouse clicking on the sectors to select them. Find them with the A key.
Tested with the Merge Mod on a new start, with no obvious problems so far.
Comments welcome. Please test and see if I've missed anything important, or there are any bugs.
I've been asked about merging with other mods. Specifically DDTC, which has an extensively modified map file, making the 2 incompatible.
If someone would like to use this idea within their mod, my changes are limited to 3 sectors and should be easy to merge into your map file. All I ask is that you keep the Apricot Tree sector names (at least for text), and send me a copy of the modified map file, so I can host it next to mine, thus having all versions of it together.
v2.02
Fixed text file issue.
Fixed script issue.
Both versions updated.
v2.01 Xenon Incursion version.
The Xenon have hacked the gate network and now pour into the heart of the race worlds. What are you going to do about it ?
Alternate version of v2.01, do not run concurrently.
Not compatible with other mods using jobs.txt.
v2.01 Xenon Incursion version for Merge Mod add-on.
Install Xenon Incursion zip as the last patch (unzip into the TC folder, rename the mod in the mods folder to the next available patch number and move to the TC folder). Merge Mod should be the selected mod. Then unzip the addon zip into the TC folder, to add jobs.txt to the types folder to override the Merge Mod.
v2.01
Created 3 new sectors adjacent to the Hub sector.
Returned the original 3 sectors to vanilla.
Map debris file no longer used.
v1.02
Moved the gates further apart.
Claimed the Tree sectors for the Player.
Put adv. sats in each Tree sector.
Removed debri from Tree 1
Restart needed from v1.01.
Sat problem fixed.
v1.01
Farnam's Legend renamed Apricot Tree 1.
Bala Gi's Joy renamed Apricot Tree 2.
Olmankslots Treaty renamed Apricot Tree 3.
Tree1 links to Argon Prime, Siezewell, Asteroid Belt, Great Reef, Hatikvar's Faith and Tree 2.
Tree 2 links to Queens Retribution, Kingdom's End, Mars, Omicron Lyrae, Tree 1 and Tree 3.
Tree 3 links to Paranid Prime, Family Pride, Sanctity of Corruption, Nyanna's Hideout, Thurok's Beard and Tree 2.
As can be seen, the opposite gate of many is in a different tree, requiring travel between the trees.
If you join the 2 Tree gates in Tree 2 to the Hub, it becomes a Superhub.
The following gates have vanished : Three Worlds N, Priest Rings W, Rhonkars Cloud N, Atreas Clouds S, Elena's Fortune N, Brennan's Triumph N. As far as I can see, this will just cause rerouting of ships with no adverse effects. Let me know if I am wrong.
-------------Original Message------------------
I remember a while ago seeing a redesign of the HUB sector that I think had extra gates in it, but I cant find it on the sticky list.
I goofed when I first set up the HUB gates in my current game, and linked the player sector to it, then changed my mind about having it freely available to npc's. After I changed the gates to somewhere else, I found what looked like a huge convoy going through a xenon sector that is usually empty. Of course, what happened was that I joined both sides of the universe via the hub, and suddenly stranded a lot of ships a long way from home.

Anyway, from this, I've wanted to use the hub to join up the far flung corners of the universe. I really like having all the races travelling through my hub sector, as it makes having a trading post there very lucrative indeed.
So, the idea is to add in 3 extra gate sets. (Or more.)
Even if they have to be programmed via script or MD hardcoding.
Alternately, can the existing gates be de-paired ?
For example, Argon Prime/Home of Light - I really dont care if the north gate of Home of Light stops working because the south gate of AP goes only to the hub, and its opposite gate in the hub goes somewhere else. Ships will find the long way north to compensate. (maybe the gate has to be destroyed ?
Any ideas or suggestions ?