Okay, here's a new version:
http://arcengames.com/forums/index.php/topic,898.msg5487.html#msg5487Fiskbit, I'm really glad to hear that this worked so much better for you guys! Given the unpredictability of network lag conditions, I suppose this is really a must-have. You had talked to me a long time ago -- during alpha, I think -- about adding a latency mode like what Starcraft has, but I never really saw a clear way to do that until recently. So I'm glad that was a hit and is enabling you guys to play intercontinental multiplayer; there really isn't anything quite so fun as a good co-op game, being able to work together and come to each other's rescue when things turn dire is my favorite part, and I'm glad you all were already having that sort of experience from the sounds of it.
The new version will hopefully help with the placement of ships at higher latency, although the delay between clicking and actually having the ship display will be the same (that's the command lag that comes from having a long stretch between network communications, and unfortunately that's unavoidable).
Glad you guys were really liking the AI improvements, too -- the next release also addresses some of the cross-planet attack concerns that Haagenti in particular had. Should make those more interesting to go along with the rest.
As for the economy balance, I feel like the real problem is more not having enough to spend resources on once you hit your ship caps. Sometimes there is simply a lag between when you hit your ship cap and when you are ready to actually make an offensive (and thus lose some ships), so that can be problematic. I could up the ship cap, but that would just delay when this same problem would arise and it would also potentially cause other balance issues (such as letting players just rely on higher-level ships, etc).
So, as you will see in the next release above, I decided to add a new Mercenary Space Dock with it's own set of uncapped Mercenary ships. Those ships are identical to the mark II bombers, fighters, and cruisers, except for the lack of a cap and the fact that they cost 10x as much. So when you have anything else to do with your resources, the other choices are almost always better, but when you find yourself at your ship cap and with an excess of resources, this is a very sensible use for those resources since it lets you expand your fleet to a potentially-very-large degree. I think that some other "big ticket" items like this in the future might also help to keep the economy balanced, because overall I very much like how it is balanced now -- it's just that when the ship caps are hit for any length of time, the extra resources tend to skyrocket.