Jon and I have talked a lot about Civ V design stuff. I happen to think Civ V is a very well designed game. It's not a game that Stardock could have made. I would have vetoed the 1 unit per tile feature because we (Stardock) aren't capable of creating a path finding system that would prevent the turns from becoming ridiculously long and I wouldn't have been able to write an AI that would manage those units intelligently without it taking a very long time.
When you design something on paper, the biggest challenge is knowing what your development team is capable of doing. The original (ORIGINAL) WOM design was not something Stardock's dev team at the time could pull off. It could -today- but the Stardock dev team of today is very different. We didn't have the people or background to make the design we wanted. As we changed it and stripped it down, it ceased being what was intended and even stripped down was not ready, as a technology, for wide release (i.e. fell into "works fine on our machines").
WOM, even when it was fixed up, which happened reasonably good, would never be a great game because, looking back, the things that would have made it great were left on the cutting room floor as things we just couldn't pull off.
To keep with the Civ V analogy, if, for instance, having 1 unit per hex tile were a core part of the game's design and the team turned out unable to pull it off and then had to cut that core feature, you could end up with a crippled game design. And that, in essence, is the story of WOM. That's what happens when you don't take project management and full-time dedicated designers seriously.
When we were doing Demigod with GPG and I met Mike Marr (the designer) I remember asking him "So this is all you do? Design the game?" and thinking how wasteful that was. Meeting him helped change that opinion but it was with Elemental: WOM that we learned the hard way that yea, there is value to having people whose jobs don't involve art or coding or testing.
Even now, Stardock is actively searching the industry for seasoned lead developers. It's a non-trivial thing to solve. I've had to rob resources from the software side of the biz (which is a major no no since that's the part that pays the bills) to make some things happen. We have great game developers here but what is expected of PC games in 2011 is pretty insane and if you have a tiny budget, all the more insaner.