Text in general goes to external (non-code) resource files as it has to be localized. There the localization team/writers/whatever fill it, so coders won't be involved if the text looks too modern or not, that's out of their responsability...
My point was that with a game like Elemental, the text is not the relatively simple thing it is for a productivity tool--it's content with at least as much story/flavor value as it has functional value. Plus, I very strongly agree with a few other posters around here that what you name a given chunk of code can be as much or more important to how an end user experiences the code as are the underlying mechanics.
Perhaps more importantly, even if a given Stardock coder has little to no responsibility for how final UI text in English might appear, working in a team where the first-language story for the game is front and center for everyone will help them make 'purely functional' design choices that will help the game be more immersive and coherent.
But 'too-modern', 'too-gamey' UI helps accessibility.
If we were helping build an alternative to Office or StarOffice, I'd completely agree. But for Stardock fans like me, one of the greatest hopes for the Elemental project is that it will both provide a spiritual successor to MoM et al and lead the genre by example instead of by reaching for the lowest common denominator to maximize sales. (I'm still working on my anger over how Spore turned out; the early hype was so ambitious, the final product so deck-worthy. Will Wright was a hero-dev to me since SimEarth, but no longer...)
p.s. If you were balking specifically at my objection to "city has leveled up," that's actually a very good example of why I want editorial people in right now. The fix there is easy; all you need is a metastring along the lines of "PlaceName has grown to become a PopulationCenterLevelName." Tada. Same information given, English is even 'modern,' but no need for jargon. (Jargon is actually a workload problem for localization.)