I hope its like Dwarf Fortress, if it is and it has a useable UI I'll follow it until its released.
I didn't find the UI for Dwarf Fortress to be such a problem myself- I'm one of those people who actually read game manuals, back when games had manuals instead of explanatory pamphlets- plus there's a variety of graphical mods available. What I did find frustrating was that the game had a bad case of double standards when it came to certain design priorities.
For example, I can respect both the position that "direct control allows for greater finesse" versus "autonomous behaviour helps to make the world feel more alive", but the game requires a vast amount of tedious book-keeping with marginal or nonexistant benefits vs. canny automation in some areas (e.g, most of the economy,) but denies the player direct influence in areas where there's an overwhelming justification for it (e.g, recruitment and population control.)
Similarly, I can respect both the position that "attention to detail increase verisimilitude" versus "abstraction improves efficiency", but why does the game model every individual seed within every cloth bag inside every wooden barrel in the world, yet overlooks the fact that beds need sheets and tunnels need supports? Why does combat record sword-blades shearing through multiple tissue layers complete with bleeding and infection, but dwarves can go for weeks without water, food or sleep?
The other problem, I felt, was that the dwarves' ostensible personalities don't actually seem terribly relevant to gameplay. If you're doing your job right, all your dwarves will be too busy fulfilling your orders to do much on their own initiative, so there's little to distinguish Dwarf A from Dwarf B in terms of significant decisions and personal motives, regardless of what their
informed attributes might be.
Anyways, I've rambled long enough on that front. By the looks of things, the developers are planning to cut down on the micromanagement substantially, which is encouraging, and they're also planning to keep dynamically generated maps, which is crucial to a sense of exploration and discovery. But there are other aspects of DF that are well worth preserving- the sense of connection to a larger world, the use of a detailed skill set without relying on classes and levels, the dolls-house pleasure of constructing and furnishing your underground lair- that I would hate to see thrown out.