So where to start?
This is such an unexpected surprise. I played Imperator at a friend's place. Several times. And each time I came with a decision not to buy the game.
Why? Because it did not leave me with the feeling that I am leading an ancient civilization, but a bland generic state that is roleplaying as an ancient civ.
The issues were numerous (and they still are, with Menander complicating things even further), and I was thinking that it is over. That this game is beyond saving.
But according to this dev diary, I might be wrong.
Why? This dev diary addresses some of the crucial issues that I (and many others) had with the game. Let me also add that I deal with this period (working on a PhD in Roman history), so I would really like this game to work.
Pacing - until now we did not have the idea that our civ is progressing. That there is any meaningful change from the start date to the end date (except map painting). Hopefully, this will make playing smaller (non-expansionistic states) a more pleasing experience. World conquest should not be the aim of this period. When only two empires (Rome and Persia) could claim to be universal empires. I am hoping to see meaningful progress in several aspects - from technology, and culture, to military
Military - in Imperator, there are different features that get activated after investing in a tradition. But at the start, every military is the same... which is weird, and off-putting, and helping in making that feeling that we are roleplaying as ancient civ, and not playing like one. Also, the ability to get the same units for every civ is weird. I am hoping to see smaller (but professional) standing armies - more expensive, but also more disciplined, and lethal. And larger levy based armies that trade the experience for numbers. Having specialist troops able to be raised in particular regions (something like in R2TW) would also be great and encourage practical and rewarding expansion.
UI - this is a big one. I would just say that I am amazed at how good it looks like. That white marble was not only bland, but it was also wrong. As if we want to recreate the flavor, stark colors are the way to go. White marble is the invention of the 18th and 19th centuries, classicism and neoclassicism. Roman towns (as well as Persian or Carthaginian, or Greek ones), were all but white. They were quite eclectic looking, and vibrant, with the mix of colors that could cause epilepsy. Obviously, the devs should avoid that

But bringing more colors, and possibly color coding different civs, would be quite helpful in making the world more believable and unique.
With this being said. I would like to see the improvements for families and internal interaction. This could be great especially for Rome, where great senatorial families tailored the fate of the Republic for centuries. Also, we need a change in decision making and the way how the ruler interacts with the government (being it senate, or a boule or something else). As becoming a tyrant because you actually listen to the demands of the aristocracy, is extremely off-putting...and frustrating.
I have several more ideas. But as this is dev diary about those three crucial things, I 'll leave it here.
This game has great potential, and now it could actually fulfill it. Which makes me cautiously optimistic.