A system like FreeOrion's works because the game is turn based, and the child apps likely use the main game's network interface to take their turns via the same mechanism a remote player would. Such a system wouldn't work very well in a real-time app like DF.
Use this to set the maximum frame rate during play. The movies are always capped at 100. A frame in this case is not graphical but related to the movement speed of a creature. A healthy, unencumbered dwarven peasant takes one step every 10 frames.
[FPS_CAP:100]
that means DF is turn based.
Actually still wouldn't work. In the example of free orion, each entity makes their own decision based on a static world state regardless of the decision the other entity make, and all entity makes a decision once per turn.
In Dwarf Fortress, the major processor hogs are path finding (whether dwarf, creatues, and liquid).
The first difficulty with parallelizing dwarf path finding is that dwarves, as far as I understand them, only path-find when needed. In most "turns", a dwarf simply follow the path it already found, and rarely is the case the more then one dwarf needs to find a path in the same turn.
Second, thread spawning is an expensive operation with overhead. In freeorion you'll have about a few dozen thread, in dwarf fortress, the dwarves along will have 100+ threads (depending on population size + animals/creatures). If you do not terminate thread and simply let them spin/sleep, you incur a processor penalty. If you only spawn thread as needed, you still incur a processor penalty for no gain as most "turns" only require 1 path-finding.
Third, the way fluid dynamics are handled in Dwarf Fotress, as Toady One explained, is similar to a full tile of fluid attempting to "path-find" its way from its spawn point to a valid destination. This pathfinding will depend on other spawned fluids as two units of fluid may try to path to the same destination, and therefore requiring one thread to repath, effectively remove the advantage of parallelism. Parallelism may actually work if Toady One used cellular automaton to model fluid, but now you'll need to process every single fluid tile on the map, so unless you have a really large number of processor cores, there won't be much improvement in speed.
In short, Dwarf Fortress is effectively real time (when you have 100 "turns" per second, you effectively have a real time game), where the amount of processing needed per turn is relative small (parallelism in general require that you need to do a large amount of work, at the same time). In Free Orion, each "turn" last a few minutes, and with each entity requiring a lot of work done at the same time, without minimal knowledge of what other entity is doing (perfect for parallelism).