Yes, unlike the tree-hugging faction lead by a lady, the vaguely East Asian conscriptionist worker "Hive", the American-named commercial faction, etc, et al
But regardless @ the thread, these are job postings. Does anyone know how long it can take to fulfill a
single job posting? I work in software, and depending on the expertise required it can take months. And that's assuming the hire is a good fit and passes evaluation (and also wants to stick around).
I'm not saying it means nothing - a developer scaling up is often indicative of project work. But it certainly means very little in the short term, and the postings like cross multiple projects (given the specifics for similar roles but with different technology bases, like UE4).
The backstory of BE is basically "
mumblegrumble bad things happen
mumble mumble new civs on a new planet! Don't look too closely at their geopolitical situation or ask any questions about how they came together, please!"

There's really no backstory, just an undefined cataclysm and "here we are on a new planet with civs that are just old civs mashed together because reasons."
Alright fine, I'll dig in a bit deeper. If we're going to be this reductive (and I realise that I'm going to change no minds this late in the game about BE), SMAC is the oldest trope in the book. "leader dies and everyone becomes paranoid of one another" describes exactly how many science fiction (hell, fiction) novels or movie setups?
I realise the largest draw of SMAC in terms of plot is Planet and the way that story unfolds (also, those Wonder videos. Amen), but I was constraining my critique to the backstory, to make it a better parallel. BE certainly tells far less of a story as you progress, but to me this is either an inherent weakness or an inherent strength of the evolution of playing a TBS game your way. SMAC is perhaps my favourite TBS game of all time, but the story evolves the same way every single time. I'm not knocking the story (I love it, even if sentient planet is also one of the other oldest cliches in the proverbial book). The main Civilisation series has continually attempted to put more power in terms of decision making into the hands of the players each time (sometimes with greater and sometimes with lesser success). This is, absolutely, going to turn away some players who are interested in stronger worldbuilding - especially when you take what is a game rooted in history and transplant it into a fantasy future.
That isn't to say I think the worldbuilding of BE is great, either. I wish they'd done more with it as well (though they did probably as much as they could, time allowing, with the expansion, it's still obviously driven by generated, rather than crafted, systems). But in my experience people often confuse preference with competence. So they didn't make a plot you found engaging. And? What does that
mean?
Because it's one thing to identify flaws that people will agree with, but it's another to craft something that people other than yourself will find engaging. I certainly don't envy any developer working on an established franchise, the fans of which have often been fans for literally decades. Spin me a science fiction story, even a good one, and I could reduce it to its tropes in an instant. I like sci-fi, I've read a fair amount of it. I've played a fair amount more (through games). Especially if the focus isn't actually to make a story, but a game first and foremost. We can talk about how SMAC did it first all we like . . . SMAC did it, yeah. So what's the plan? Copy it? Imitate it? Hollow out its bones and brew a soup from it?
tl;dr: the setting of SMAC and its impact on gameplay is far more prescriptivist, and that resonates with different people differently. That doesn't make it a bad thing. But if we can't recognise that tropes are inherent to how we tell stories, or even criticise them consistently across games we do like,
and games we don't like . . . then who are we (
@Boris Gudenuf) to talk about what the developers read and how familiar they are with science fiction?
I get it, it's rationalisation. "if they read sci-fi then how come BE was so lacking". But there are plenty of possible reasons, and "ship the project" is regularly a big one. Rising Tide was a glimpse at how much more they obviously wanted to put in. Maybe that was their limit as developers, as writers, as both. But to assume that by default in my opinion suggests an imagination so lacking that I again ask: who are we to talk?