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If you need everything to work as you described, it's very complicated. Variables stored in data.pak are compiled each time the game starts and can only be changed by third-party tracker programs like Cheat Engine or ArtMoney. If you need a relatively simple solution, I advise creating several versions of the map for different stages of the game, where the parameters TrainingPointsPerWeek and TrainingPointsPerWeek_Upgraded (which are normally 7 and 20, respectively) will differ. These parameters are located in GameMechanics/RPGStats/DefaultStats.xdb.
Thank you, it seems there is no simple solution. I had hoped that it would be like with hero stats, for example, STAT_MOVE_POINTS, and that it would be possible to influence them during the game. Then I'll leave my workaround as the main working version. I did it as follows: within one map, one player chooses a stage - the number of weeks is fixed in a variable. Based on this, the creatures are calculated. And if the player chooses Haven, they have 4 NPCs: archer/swordsman/monk/knight, and when interacting with them, a function is executed that takes creatures from the player's hero for upgrading, giving the necessary ones. It's not that complicated, just a bit tedious to account for the details. I'm debugging it right now.