Particle system within particle system? Is there any way to use a particle system within a particle system?

I'd like this:



But currently have this:



I'm trying to avoid having multiple real meshes (as I've done to create the first image).

Current Workarounds:


Manipulating an array to achieve the inner particle system (long tubes) -- it works but is cumbersome. 
Adding 2 particle systems to one larger mesh (larger hexagon), and again manipulating the location. It's difficult to work with as well because I keep thinking there must be a more straightforward way.


In the end, I'd like for only these 3 meshes to be "real". 



This is because I'm going to largely increase the amount of particles, and ideally add a fourth mesh encompasses the previous three (the largest hexagon would be it's particle). I'm not so concerned with the fourth mesh though.

The meshes are just are simple cylinder and a "screwed" edge (hexagon), but here's the .blend
While particles can give a varied result, it looks like you may prefer a more structured duplication system. I would suggest using dupliverts. Start by creating a mesh that has a vertex positioned where you want each cylinder, only vertices are needed but you can add edges and faces if it makes it easier for you to work with.



Then parent the cylinder to the vertex only mesh, and enable duplication for verts.



You can then repeat the first step with a larger spiral, here I duplicated the first mesh and scaled it up. Then parent the first mesh to this larger one and also enable dupliverts, you will get the first mesh and its cylinders duplicated at each vertex location. You will find it helpful to have the first vertex and the child object both located at the object origin to keep things aligned.