In case it isn't really clear to some people, (as I understand it), big, empty areas don't contribute lag themselves, but rather trying to path to something next to one is likely the greater issue.
Assuming the game uses A* (I can't confirm), and assuming a 2-dimensional layout (there are very similar issues in 3D), pathing from point A to point B with no obstacles in the way (like in a big empty area) results in checking just the cells between point A and B. Pathing from an open area to a closed area, however, can cause a bottleneck. One can experiment with
http://qiao.github.io/PathFinding.js/visual/I ran a series of tests in it (not posting pics, sorry) with the node cost being 5 (what DF has it as by default):
* Test A - no walls in open area - path length 10, 47 operations
* Test B - one wall in open area - path length 13.31, 88 operations
* Test C - pathing from an open area into a "fort" with the enterance in the direction of the destination - path length 52.38, 401 operations
* Test D - reverse direction of C (path from "fort" to open area) - path length 52.38, 133 operations
* Test E - pathing from an open area into a "fort" with the enterance in the opposite direction of destination - path length 69.21, 1663 operations (in testing, the pathfinder actually started checking not only the back side of the "fort", but also tiles somewhat far from it)
* Test F - reverse of E - path length 69.21, 171 operations
The "fort" I was using was a unicursal maze (where there is only one path, and no branching). Actual forts will have more checks, and might be a bit harder to escape from.
In an (untested) analyses, the difference between a fort and an open space is that there are some tiles in a fort which one can't path onto. The main issue with pathfinding is the number and size of obstacles in the way; I should note that some fort designs have a big open space look like a potential way from one point to another, when it doesn't actually connect. I personally bury everything, so it is rare that the surface gets considered.