Hello Community
I'm not sure how Traffic Areas work.
They work just fine, thanks for asking.
Especially the Traffic Costs confuses me. What are they exactly?
Oh - that's a different question...
Normally, any square costs "1" to enter (altho' diagonal movement is appropriately more - like 1.4 or something). So, when the computer tries to find "the shortest path" between point where a dwarf is and where he wants/needs to go, it counts the tiles, and takes the lowest value.
Let's say a dwarf is trying to get roughly from one corner of an embark tile (48x48) to another on the same level. If going 45 down one long hall, turning and going 45 down another hall on the same z-level is 90 tiles, but going back a few, up to the surface, diagonally across the open ground and down again is 89 or less, he'll take the shorter path if it's open. Likewise, if he has a choice between a winding path inside your fortress, or going outside, around the straight walls and back in the far side, he'll again take the "shorter" path as the computer counts it.
What the different Traffic Areas do is change the "cost" of a tile, so to the computer it seems to be a "cheaper" (shorter/faster) or "more expensive" (longer/slower) path. High traffic costs .5/tile, Low traffic costs 2/tile, and Restricted costs 25/tile.
If you use the High or Low Traffic cost (1/2 or 2), then dwarfs will ~tend~ to stick to/away from those squares, but since the diff is not great, it's not uncommon at all for them to drift. Still, a High Traffic "path" thru a larger area will tend to invite traffic to keep toward that stripe - perhaps keeping them from drifting into undesired areas.
If you use the Restricted cost (1 tile = 25), the computer will prefer a path that's 24 tiles long to taking one step into that square. This "restriction" is strong, but not bullet-proof - it can sometimes fail when 2 dwarfs need to step around each other in a tight area, or (of course) when a task takes them TO that square. Also, animals, invaders and dwarfs in combat don't care about path costs.
Just remember that if a dwarf HAS to go to that area (or thinks he does), then to the computer it's only as if it was 25 normal tiles further - just a longer trip.
I place 1 Restricted mark on all nearby saplings when I embark in a low-tree area and any high-value plants I plan to harvest to keep them from being trampled while the dwarfs build their defenses and get the supplies underground , updating them each season and/or when I finally cut the tree/gather the plant. Also around any "danger" areas.
More thoughts in the wiki:
http://dwarffortresswiki.org/index.php/DF2014:Traffic