Honestly, I've never understood the "boardgame" attitude here. Civ, as a tile-based turn-based strategic game, is inherently a board game. Literally. There are no real-time elements, there is a board, and stuff like movement and the like is pretty fixed.I am pretty convinced he had to follow the larger design of civ6. The “boardgame” civ edition. Everything they did with civ6 fits with the boardgame mentality. I think Ed Beach is the root of the problem.
Things can be more boardgame-y, or less, but it's not an Ed Beach thing. It's inherent to the entire franchise, as far back as the original. Maybe the issue is that some iterations departed more from a strict interpretation, and we have folks who prefer those iterations weighting them against less favourably received iterations (I'm thinking III - IV contrasted against V and VI). I didn't have a lot of time with II, but I spent boy howdy a lot of time with SMAC.
One constant in my experience r.e. fans and video games is there's always a focus on "blame". It's rarely "things turned out this way and I simply personally don't enjoy it". It has to be turned into something objective. Something concretely "bad" as a way to explain away player frustration. And that sits weirdly with me, because Civ is a massively popular franchise, with thousands and thousands of concurrent active users across a bunch of its iterations (IV, V and VI - other titles and side-titles are going the way of diminishing returns, I'd say). One person's food is another person's poison, or so the saying goes.
Why do we have to attempt to quantify things that ultimately boil down to "I enjoy this or I don't" in such concrete terms? How do we weight this against the entire playerbase? The latter is kind of an unanswerable question, but I'm just trying to dig for a bit of introspection here. "this single person is the root of The Problem™" is a kinda yikes way to phrase something. No?