Is it really a big concern how well DF will scale? It's a game, it is made to be played. It isn't really meaningful to criticize games for whether they are multithreaded or not.
It actually is a concern as DF in game (dwarf mode anyway) does a huge amount of pathfinding for the little buggers and other creatures. Not to mention item tracking and other bits.
This means that once your fortress gets somewhere around 200 dwarfs you start getting into FPS death because it doesn't scale. So it actually as is a problem, and development of the game is going against the grain of modern computing.
I'm not downing on it at all, DF is Tarns forever project, and a damn good one. He, by design, doesn't owe anyone anything. But the reality of it is that it only gets less and less playable over time and will not be able to reach the mass civilization simulation that many of its players want as more features are added and core speeds remain relatively unchanged.
A commercial game would have a tutorial mode and other bells and whistles to make it more approachable. Thing is, I have one hour a day before sleep to screw around, so is it Bob's Burgers or Dwarf Fortress?
Does Jackson Pollock have a tutorial? Duchamp? The beauty in Dwarf Fortress is that it doesn't cater to the lowest common denominator. It's the vision of Tarn and Zach Adams manifested without the filter of commercial interests.
Nobody's opposed to a tutorial (and there are plenty of community created ones: http://dwarffortresswiki.org/index.php/DF2014:Tutorials ).
Commercial games are like corporate art. A company would never create a game like Dwarf Fortress.
Alternately, you can spend your hour before bed watching reality television.
I ended up having more fun hacking on DF than playing it, but it is an interesting game.
If video games shouldn't be developed to high levels of efficiency, what should be?