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2) Clans that have other tasks underway (foraging or identifying etc) by default would be in a mode where they automatically do their task if they can and only if necessary will automatically encamp.
3) Also, you can't apply the two points to a clan that is "in training", so for example you can't train an explorer (2 turns) and study discovery (1 turn) and on the next turn apply the two points to your explorer still being trained. Ideally, you also don't want to apply the two points to a clan that has no discipline set at all either, because then after you subsequently train it in a profession you would have only two points in the discipline (apply 2 points discovery to clan, then train as explorer->explorer with 2 points in discovery). The (annoying) way to do it is to research discovery on the same turn you train discovery, then on the next turn apply the two points to the clan (making it 3) and train it as an explorer (1 turn).
You can change research in the middle of a project and it maintains progress while you switch to something more urgent.
For example:
You started researching loremaster (3 turns) last turn. This turn it has 2 turns left to go.
You change research to agriculture (1 turn).
Next turn when agriculture finishes researching, you resume researching loremaster, which has 2 turns to finish.
This can be incredibly powerful, because your existing structures remain in place, functioning as always, gathering resources as always. And your settled clans continue to provide their contributions during the move. And by moving you can grab new resource opportunities, or just move in the direction of them.