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XP is systematically a function of the unit tier and its level.
In turns, an unit tier is controlled by its base production cost.
If the unit is purely neutral (i.e cannot be produced by a faction), you can thus alter the production cost.
18 cost is 0.75 XP (corresponding to 15 resource cost/0.75 upkeep)
24 cost is 1 XP (corresponding to 20 resource cost/1 upkeep)
30 cost is 1.5 XP (corresponding to 30 resource cost/1.5 upkeep)
36 cost is 2 XP (corresponding to 40 resource cost/2 upkeep)
42 cost is 3 XP (corresponding to 60 resource cost/3 upkeep)
48 cost is 4 XP (corresponding to 80 resource cost/4 upkeep)
54 cost is 6 XP (corresponding to 120 resource cost/6 upkeep)
60 cost is 8 XP (corresponding to 160 resource cost/8 upkeep)
66 cost is 12 XP (corresponding to 240 resource cost/12 upkeep)
72 cost is 16 XP (corresponding to 320 resource cost/16 upkeep)
Under 18 and above 72, the formula goes on, but I don't know the values as they are not present in vanilla.
Additionally, an unit level increases its XP value by 10% per level above 1.
A 24 cost lvl 2 unit is thus worth 1.1 XP.
A 72 cost lvl 6 unit is thus worth 24 XP.
I believe there is a trait that modifies XP given on death (e.g the Suicider trait, or the one on Celestine when she dies).
Those sets it to 0, but it might be possible to use it to alter the XP on an individual basis.
I tried that and it didn't work :/
Your method worked fine, though.
♥♥♥♥ you, past me.
<yourMod>\Data\Video\Textures\Icons\Overlay\Units\<faction>\<nameofunit-xml>.dds
<yourMod>\Data\Video\Textures\Icons\Units\<faction>\<nameofunit-xml>.dds