While the management team grew by a large percentage, it was a small absolute number, and if you look at the positions, they are the standard ones that a company needs as it gets above 100 employees (e.g. Chief Operating Officer).
For the others, it's best to look at them in context of both the game and the outsourced vendors. For better or worse, the game is designed to create an evergreen pipeline of DLC to sell. The art and audio teams grew as a result. The outsourced teams also art-heavy as well. That pipeline requires people to coordinate bringing all of those assets into a package and getting them ready to release; which accounts for the increase in producers.
Unfortunately, we've now seen the flip side of that, when the sales can't sustain the staffing. I checked LinkedIn profiles of 27 of the 70, and 13 were from the Art Team (48%), while Production only dropped 15%. That highlights the real danger to Firaxis - hollowing out. It's cheaper to outsource the artwork than maintain full time positions.
Tracking that back to flawed design principles, it seems like someone made an explicit decision that Civilizations are very content-heavy (building models, animations, etc.) That decision had real impact on the staffing levels and composition. If only the civs were as fun to play as they are beautiful.
But those are obvious issues. I prefer to look for the dogs that don't bark - things that are missing. For example, there's no one at Firaxis explicitly responsible for Localization (L8N). It's all handled by outsroucers and 2K people, and from what I've hear it's a mess - not just poor translations, but fixed translations being overwritten by later patches (= regressions). That's actually a bigger deal than it fist appears, as localization strings are held n XML files, just like the other game design items are, which causes concern about data integrity. But that's a subject for another day.
I'm not surprised at all by the QA growth, as Firaaxis is finding out the hard way that even if you used standards-based technology, exch platform (consolte) implements it just differently enough that you can't skimp on the testing. Unfortunately the QA didn't anticipate this and build out a testing automation plan, and now they are hopelessly behind. We're all paying the price for that (e.g., the Modern Age yield explosion).
What's more surprising is that Engineering didn't grow all that much. Given Sid's background as an engineer, Firaxis has tended to be a little more development-heavy. I think I know the reason - the developers outsmarted themselves by relying too much on metadata for the leader and civ abilities. There's a section on this in the Google Doc that I may promote into the thread:
Metadata: Amazing, but too much of a good thing
The term “Metadata” is short-hand for a coding approach called Declarative development. Traditional coding combines both logic and values together. For example, a Library might have the code “On turn start, add 5 to Research”. Declarative pulls the value 5 out into an XML file. So if you want to change the yield of a Library, you don’t have to recompile code; you can simply edit the text file.
This approach is enormously powerful, because it allows you to create and test new buildings quickly, as long as they follow the basic template. As a bonus, it's also easier to pass console patch certification - no code changes means it's much easier to pass security tests.
Note: If you want to see the game metadata, most of it can be found in the game directory in “\Base\modules\base-standard\data”. Knock yourself out.
Of course, if you want to change the template, that requires engineering involvment. For example, you'd like to add a condition, "if next to 'River' terrain, add 2 bonus science" You'll need to change the code and go back and make sure both that the new building types work and that the existing building definitions don't break.
This is where you can get too much of a good thing. If you could make five new buildings by following the template versus adding a new attribute to the template, which would you do? Did I mention that you've got to get four civs delivered this month for the next DLC? So you can see how over time there starts to be a bias towards using the existing templates.
The problem is that from the player's perspective, what a designer would call "template", the players call "cookie cutter". Humans are very good at pattern recognition, and if you overuse the existing cookie cutters, they'll notice. It doesn't matter if this cookie has sprinkles on it and that one has green food coloring if the basic recipe is the same.
That's essentially what's happened with the Leaders and Civs. They've got too many "+1 Food on improvement adjacency" abilities instead of unique abilities. Open up the "leaders-gameeffects.xml" file and read through it, and you’ll see that I mean. In fact, if you look at the 1.1.0 and 1.1.1 patch notes, the majority of items were tuning of parameters rather than code changes.
The end result is that Leaders feel like cheap knock-offs of one another. It's hurting replayability because they don't feel that different to play.
The only way out of this trap is that Firaxis will have to ratchet back on the template usage and enforce a ratio of 2 template-based abilities allowed for every new unique code-based ability.
That over-reliance on metadata is one of the more subtle traps and reasons that designers and developers can fall into.