Stardock games are never finished. Nor should they.
Now, with regards to War of Magic, it was always "finished".
The problem with it at release was twofold: Its underlying engine was incompatible with a significant (10% to 20%) of systems and two, it didn't provide a compelling gaming experience. It tried to be too much and was simply overly ambitious.
A lot of people online make the mistake of assuming the most vocal people are representative of the majority. They're not. As difficult as it is for some people to believe, most people didn't have problems with v1.0 (not even talking v1.03which is the version we had on day 0). It's just that if you even have 10% of 75,000 people having a problem, you're going to have a riot online.
How many posts would it take to give the impression that something is horribly broken? A dozen maybe? It doesn't take much.
However, at the same time, none of this absolves Stardock from its blunders. Every game developer knows that a fail rate of >2% is a disaster. Moreover, it doesn't absolve Stardock from the game play weaknesses.
With the benefit of many months to reevaluate the game design is boils down to this:
The game design was heavily strategic focused (building up a kingdom or empire) but the final game was much more tactically oriented (weapons, armor, etc.) which were originally supposed to be much more abstracted.
In the original concept, a lot of the gameplay focused on acquiring resources, producing resources and getting them around your kingdom. We had numerous early blogs about this. But it was determined that this wasn't "fun" nor did go along with the "master of magic" meme very well. The problem was that the system, at the time, wasn't well suited to the tactical side of things.
Anyway, people need to realize that something not being "fun" doesn't mean it's not finished. Some times, a given game is just not as good as it should be. I think we've all played games like that.
What makes Stardock games different is that they are labors of love for us. So we keep improving them after release. We can do this because we're a privately held company and we're our own publisher and distributor. Most companies can't do that. So they'd have to just write off the game and move on.