If the current fleet is defeated, once, twice or three times in a run, it's over.
The rules set as follows -
You only get a max of 3 - 5 lives, 1 at the start and 1 each when you complete certain conditions, unless stated otherwise.
*Successfully taking a market, up to three in one life.
*Defeating a set number of end-game bounties
*Attaining rare blueprints and successfully gaining colony size 6, with a steady income.
*Attaining 5 capitals
*Reaching Max Level (usually lv-70 for me, I do not do more than 6 - 10 combat skills, as the officers can level up to 27 - 30).
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The settings were modified last time so that pirate bounties give even less (about 6k - 12k) less at the start, making it far harder to obtain anything, but around endgame they give a bit more, or a lot more, dependent on actual fleet size.
Pirates/Cabal spawn a lot more, as well as mercenary fleets, so more trouble. Bases spawn more frequently, and less of a waiting time for them (30 days minimum).
Commissions give quite a lot, but not enough for a big fleet to give 120k.
Spoiler
At any point during the playthrough you collect a duplicate, no matter how rare or powerful, you go to the black market and you sell it, doesn't matter where. This ensures the pirates are more powerful than any other faction and threatening during the endgame. This includes Dassault Mikoyan weapons, knowing how powerful they are. It also opens up...interesting possibilities. To this end, i've even given the pirates better starts by ensuring "certain" ships and blueprints are known to the pirates. *Nation, wink wink.*