Some people are giving Paradox a lot of flak for being the cold, ruthless publisher. Some are praising them for the maturity to be the same.
The most practical business move for PI would have been to cancel the project the moment they found out MMtG passed its intended ship date without core mechanics (diplomacy, war) implemented. Every day since then has been PI giving UV a chance to turn it around and save a project that, IMHO, was of dubious profitability to start with. The proud label of "a niche of a niche" is not something a marketing department wants to try to sell.
Poor management clearly is at the heart of MMtG's failure. I'm not condemning Ubik as a person, but he was clearly in over his head, made some early poor choices about budget and team structure, and then failed to prioritize team tasks in a useful way. A team of hobbyists working on free mods have different needs than a team of professionals that needs to ship a saleable product.
This has really been a kind of fascinating case study of well-meaning folks trying to make the leap to a professional team and not quite making it.
I'm glad you were blessed with such a well-written codebase to work with. ATM I have to coordinate with a programmer who's enthusiastic, friendly, sloppy, documents almost nothing, and never thinks beyond the quick fix to the immediate problem. Sometimes he'll just leave a vital part of a feature unimplemented because it was non-trivial and he moved on to something easier/more exciting. He'll reinvent a wheel for some module and then fail to support the specific things we need that wheel for in our program. He makes me curse and facepalm a lot.
I was thinking of Daikatana's famous mid-development engine switch, myself.
I had a response to this, but StephenT scooped me more than adequately:

























