I hope this review fairly examines both the qualities and flaws of Hegemony: Rome in equal measure. Most other reviewers seem to be firmly entrenched as die-hard supporters, or enraged that this isn't "Rome: Total War 3."
-Surprising historical accuracy. I alt-tabbed to check wikipedia a few times and was always pleasantly surprised. Hegemony: Rome does a great job of putting you in Caesar's sandals.
-Fantastic, seamless zoom-out world map. The world map is intuitive and looks exceptionally well. A tastefully done "seamless zoom" has been promised by strategy games for years and this one actually delivers.
-General clumsiness in controlling units and the camera. Units also seem to alternate between odd rigidity and ending up locked in combat while seemingly doing nothing. The strange combat model ultimately makes it difficult to engage in the kind of tactical maneuvers you might expect from a game about Classical warfare.
-Supply system that's heavy on micromanagement and light on strategic decisionmaking. The dilemmas and opportunity costs which should drive major decisions just don't exist here. Basically you're always trying to feed your legions in the field, and to do so you're required to individually create "worker" units, designate mines or fields for them to use, and then manually create supply routes to-and-from cities and outbuildings. There is also little UI in this regard - a list of trade routes sortable by destination/origin or some color coding options would help.
Overall: 5/10. There appears to be no extra metagame choices offered by Hegemony: Rome's potentially interesting supply and resource systems. Instead we're left with a clumsy "Warcraft:Rome edition" that requires some mindless micromanagement on top of a stale combat system. I am looking forward to what extra patching and mods do to the game, but only the biggest strategy buffs should buy Hegemony: Rome in it's current state.