quote:
The final result is a ship/base fleet with 2MP available, for one turn only.
That would be because the fleet is specially created when you "use component" -> tractor beam. It would be artificially set to 2/0 movement at that time.
On the next turn, the regular movement refill code would give the fleet 0/0 movement.
Kinda simple and Hacky. You'd have to break the fleet and then re-use your tractor beam the next turn.
I think that moving bases is worth a little MicroManagement.