Jump Beacons and Hubs, what's the deal?

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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ctlbulldg06
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Jump Beacons and Hubs, what's the deal?

Post by ctlbulldg06 » Sun, 2. Oct 16, 17:05

How do i take advantage of the jump beacons? I have been playing for hundreds of hours but is has not become apparent to me why they are sitting in some sectors?

Also, haven't gotten the "hub" but read that there is a Xenon Hub, what does that mean? How does this affect X3:AP?

jlehtone
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Post by jlehtone » Sun, 2. Oct 16, 22:19

Multiple (big) ships cannot enter through the same Gate simultaneously, but an entire fleet can jump to a Beacon at once. Whether you are trying to reach the sector that has Beacon or get out of somewhere else in a hurry, the Beacon is a bit faster.

Have you ever entered a sector only to be hit into the rear (usually fatally) by some other ship that arrives from Gate right after you?

A Beacon owned by a race can be used only by the friends of the race. (Hearsay, I'm friendly with the friends, and haven't sought out the beacons of the foes.)

Some NPC ships might carry undeployed beacons. (Rapid Response?) Apply some piracy, and you might get one. Then you can deploy a beacon where-ever you want, to make your trafficking more fluid.

There are behemoth ships that are too big to use Gates. They can jump to beacons.


The Xenon Hub is an ancient construction by unknown race that the player can get control of through a plot. The plot was arduous in X3:TC, but is quite easy in X3:AP.

The Hub can realign Gates. You can pick any link, like Argon Prime (N) to Herron's Nebula (S) and relink those two Gates to the Hub. When done, there is the Hub's sector between AP and HN.

The Hub can realign three links. The Hub's sector can thus make three pair's of sectors close neighbours. The Galaxy map is essentially like a flat 2D graph. The Xenon Hub can squeeze it into interesting shapes.


I have a "center of commerce" in central sector. Not really central though, for there were sectors 22 jumps from it. I have the Hub. As it links now, the farthest sector is only 17 jumps away from my center.

Some align links that lead to Xenon Sectors. That makes the Xenon sail out via the Hub's sector.
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ajax34i
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Post by ajax34i » Fri, 7. Oct 16, 03:17

Jump Beacons: if you want your own, you have to capture them from Rapid Response combat capital ships (and it's not easy).

Hub = "Xenon Hub" It's a special sector with 6 gates that you can control. You can interrupt the wormhole links between gates on the map, to insert your Hub sector in-between. You can use 2 gates to insert your Hub between Kingdom End and Rolk's Drift, 2 more gates to insert your Hub between Queen's Harbour and Queen's Retribution, and the last 2 gates to insert between Dark Waters and Shining Currents, thereby making it easy for Boron NPCs to travel between their otherwise spread-out sectors.

Or you can link Xenon sectors 598, 472, and 347, and the Xenon ships will choose to take the shorter path through your Hub to "roam and rampage", making the regular sectors between Scale Plate Green and Grand Exchange quite safe for your factories and universe trader ships.

ctlbulldg06
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Post by ctlbulldg06 » Sun, 9. Oct 16, 10:15

Thank you! Both post were very informative. I will try to jump to a beacon next time in game. (Just never saw the option selected when selecting a sector to jump to)

RAVEN.myst
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Post by RAVEN.myst » Sat, 15. Oct 16, 19:43

What was mentioned in passing but not emphasised enough is the fact that the Hub can be a MAJOR economic tool, if combined with CAGs (CLS2s can also be used, though more laboriously, or can be used in addition to CAGs to perform specialised functions that CAGs may not be as good at.) Because the Hub can be configured to stock any existing wares, you can use it as a trading port, and with enough freighters operating from it, it can bring in tens of millions per hour, eventually (you'll have to grow your operation to that point, but since the profits your Hub can bring in are proportional to the merchant fleet it fields, you can grow it incrementally reinvesting part of its own profits to finance ongoing expansion.)
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Black_hole_suN
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Post by Black_hole_suN » Mon, 24. Oct 16, 17:48

- Universal/Local traders
- Normal single loop trader
- multi sector patrols
- fleet "owned" ships on patrol commands
- Best buy/sell traders
- any of your ship that uses vanilla commands

All use jump beacons as long as they have enough e-cells and auto-jump is enabled.

jump beacons are also very useful when moving large fleets together. see my guide

CAG/CLS in the bonus pack version cannot use jump beacons but on dev. version they can... you just need to find that mod in the mod forums

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