I must admit, something about the way the overlord's progress is displayed doesn't sit right with me either.
In AI War, by dint of the fact it's 4X, first you scout thoroughly, then choose your objectives - and all the while, your actions aggravate the AI. It feels right. You're out there in space alone, exploring and exploiting, struggling to stay alive long enough to make a meaningful move against the ever-growing threat.
But in Valley, things are pitched a different way. You discover the world first hand, encountering new things along the way. You complete objectives to make the world more hospitable - building wind shelters, rescuing survivors, fighting monsters - and occasionally obtain new materials which unlock new abilities. And there's an undercurrent of impending doom if you don't find a way to stop the evil overlord for the region before it's too late.
Or, at least, that's how I think it's
supposed to feel. In fact, it presently feels like what you're trying to do is bring the continent ever closer to destruction, so that you can leach some of the overlord's growing power to use for your own ends. It actually feels like an inversion of the AI War model in many ways. Whereas there you're beefing yourself up and, in the process, making yourself a bigger target; here you're making yourself a bigger target so that you can unlock the tools to beef yourself up. And in the context of a game of limited knowledge (as opposed to a 4X) what it adds up to - for me - is a feeling of counter-productivity. (Almost the opposite of AI War, where you feel positively
compelled to gear up for the final confrontation.)
I'm of a mind that if we need a meter to show what tier we're currently at, it should definitely
not be the overlord's progress meter! Simply splitting it into two interlinked stats would go a great way towards alleviating much of the feeling of counter-productivity, I think. Both could then be presented to the user on the mission rewards/consequences screen, with an indication of how much each is affected.
Having two stats - one for the old-style civilisation progress; and one for the overlord's ire - would also allow for more flexibility and obfuscation of the actual numbers. I'm thinking one mission might list a "Major Boost" to civilisation progress and a "Major Aggravation" of overlord ire; whereas another might list a "Minor Boost" to civ progress but a "Medium Aggravation" of ire, if you also got a shiny rare commodity.
Then again, it might just be me that feels this way!