(Better to have necroed/initiated a thread (NPI) dedicated to the actual suggestion of mutli-threading. Yes, this drifted over to that, but if it's the best place you found when going looking for this then you maybe should have started a
proper one. IMO. Three months of bump isn't at all bad,
in general, though, given the policy in this area. Positively fresh!)
Now, you might say in response to this...
Toady said the game needs optimizing way more than multi-threading.
The main issue is that DF relies on memory access a whole lot. Multi-threading helps with parallel calculations, but it won't read data any faster, especially since it has to be transferred to another core.
...that one way to optimise would be to multi-thread some (more) things, like Thompson said to Su.
We don't know really, though, how much the sole-Dev of this solely-Deved project is already dealing with the consequences of his own brand of spaghetti-code. Maybe there's a lot of tidying-up going on, all across the board, as various modes of the game are touched on for other refinements, and
maybe at some point he feels he could safely offload another entire new mechanic to another thread. But I'm sure you know what it's like to deal with legacy code from your own past. And then there's how/if to
Kill Your Darlings, in a coding sense, without totally ruining what you already had.
Don't forget that any man-hours wasted (either prior ones negated or new ones sent up a false alley) in this project are actual-hours in real-time, and can't be assumed to be amortised across teams of programmers under a Rapid/Agile/Scrum framework, or whatever the current atmosphere suggests, with barely a hint on the daily timesheets.
Who knows what pitfalls lie in the heart of the code? The Toady knows!