I'd wait until next week to hear anything from Brad or Derek on the matter, since they're both in GDC at the moment. I know the team has a love/hate relationship with MP - we love to play it, would love to expand on it, but putting quality time into a feature that less than 1% of the players use is...frustrating (and we do have the numbers from other 4x TBS games to verify this number).
I'm not even sure how to address the 1% remark. How does Stardock get those statistics? Do they count the number of game sales and compare them to the number of people who have logged into multiplayer? That's not an accurate sampling because it's counting the people who picked up the game, bought it, didn't enjoy it, and moved on with their lives. There are a lot of those.
Even so, the TBS multiplayer market is very real, but Stardock definitely isn't tapping into it. Poor MP performance killed interest. Disabling multiplayer for a time definitely killed a lot of interest. Direction from the top that it wasn't a key issue to them has killed interest. Lack of customer confidence in recommending the game to their friends has killed interest.
Capturing the market and increasing Stardocks' share requires bold moves, not passive dismissal of what should be a valuable asset.
Remember: the single player crowd has no need whatsoever of Impulse, outside of a store. The featureset being developed (communication, connecting users) and its competitiveness with Steam is contingent on people who actually want to play with other people.
I'm not critizing you, or Brad, or Stardock. I would like to see Stardock succeed for many reasons. If I didn't care, I wouldn't be posting here. What I'm typing is an honest opinion from a member of a demographic that would like to be included, but currently isn't.