I encourage you to get a feedback thread to free up posting space under the information. Request this reply to be removed once that's resolved.
My question regarding the 'Fourth Fleet', with a fleet usually being a large compositional measure of organised ships operating in cohesion, usually more than a handful, whilst fleet-inflation is a lore problem in a lot of organisations - obviously, you're not sizable enough to have four fleets in a quantifiable strategic sense. Are your 'fleets' essentially a gaggle of ships, with the fourth fleet being the one with the largest compositional distribution of potentially weaponisable vessels?
In addition, now you've relocated to Tau 44, how is your gameplay experience distinctive from that of the CR? You appear to have highly similar reputations and occupy the status-quo role of pro-Bretonian, anti-Gallic organisations. How do you avoid the trap of being Crayter-but-not-Crayter? You've also got a rather successful indie pirate group with a strong anti-Gallic lore who also forms an effective alliance of undesirables, trying to fight a good fight, in the same region in a separate unofficial group.
Simply being similar isn't a discouragement point. However, how can you create Synchronicities of gameplay, rather than competing gameplay redundancies? Are there even enough Gauls to go around? VR had a problem last time where it had some issues trying to create unique gameplay oppertunities that kept people keyed in. How are you going to prevent that problem from re-occurring?
THE SYNDIC LEAGUES
(A co-operative of Rheinland's Shipping Unions, retired from a life of piracy.)