This is probably accurate for all current versions of the game. I’ve verified it for Supernova Insiders version 1.6 for June 15 on Steam and the base game live version 1.12 on Epic.
It takes just a few turns and a few minutes to verify all of this, so no save will be provided.
First Part
The has been reported by me and others, but I’m reporting it again. It is easy to see. Start a game as any race except Navigators. This applies to them, but they start with different ships, so the following references to certain ships will not make sense if you play as the Navigators. Look at the moves of the starting ships. All will show available moves that are 2 less than the maximum moves. All affected ships are in their area of influence.
Back in the past, a change was made so that all ships in their area of influence got +2 to their moves. Maximum moves will change as a ship moves in and out of its area of influence. Available moves do not change except at the start of a turn. This is the way it should be.
In this case, it looks like maximum moves get the +2 at the start of the game, but available moves do not.
Second Part
Move the probe out of the area of influence. Its maximum moves will decrease by 2. Move the survey/flag ship in the area of influence to use all its moves. Do not start investigating an anomaly, if one is close enough. Move the colony ship in the area of influence to use all its moves. Do not colonize any planet.
Use the Draft Colonists executive order to get another colony ship. Notice that it has full moves – the available moves and maximum moves are the same. It appeared in its area of influence. Why is this ship different from the ships available at the start of the game?
Third Part
Move the drafted colony ship towards the edge of the area of influence. Move it out of the area of influence, if possible. If it gets out of the area of influence, its maximum moves will decease by 2. Do not colonize a planet.
Choose a tech that takes a long time to research. Choose a policy that does not increase moves. Choose the Economic Stimulus to build at the planet. Choose the Treasure Hunt Mission to build at the shipyard. All of these are chosen to make sure nothing is done to change the number of moves.
Go to the next turn. Make sure the original colony ship is still in the area of influence, then pass its turn. Move the drafted colony ship as far out of the area of influence as possible and all its moves are used. If this is the first time it gets out of the area of influence, its maximum moves will decease by 2. Make sure the survey/flag ship is still in the area of influence, then pass its turn. Move the probe as far outside the area of influence as possible and all its moves are used.
Go to the next turn. Make note of the available moves and maximum moves for each ship. In all cases the available moves will be the same as the maximum moves.
Save the game. Load the save. Notice the available moves for all ships outside the area of influence are the same as maximum moves, but the available moves for all ships in the area of influence are 2 less than maximum moves.
It happens every time a save is loaded. Ships that are in their area of influence lose 2 moves for the first turn after a save is loaded. Why?
Starting with the next turn, the problem is gone until the next time a save is made and loaded. You can verify this by passing the turns of all the ships, then going to the next turn. All ships will have available moves that are the same as maximum moves.
This loss of moves when loading a save is a real nuisance.