The last balance patch introduced a heavy manpower generation penatly, if a USF player exceeds 110 population. Sadly this also affects USF players in games with an increased population cap, e.g. 150 or 200. Since it reduces their manpower generation to near zero when they exceed 110 population despite being well short of the custom pop cap. The solution seems simple: Adjust the fixed "110" value for the start of the penalty to "pop cap + 10", so it works the same for any pop cap.
A timely patch would be appreciated, since it should be a rather simply fix. Thank you.