1) Labor recruiters take two kinds of walks -- short and long. Short walks seem to consistently be 27 spaces long (appear in road, then walk 26 more spaces). Long walks vary somewhat by building (37 spaces for hunting lodges, 36 spaces for fire stations). Approximately 1/3 of all walks are long. If a building is adjacent to the end of a road, approximately 1/3 of its recruiter's walks will be be confused -- the recruiter appears, walks a space, turns around, walks a space, turns around again, and walks 24 spaces in the original direction.
2) A trip is successful if it passes over 2 consecutive road squares which each are within 2 squares of housing.
3) A building needs to reach houses by a short (27 space) walk in order to establish reliable labor access. Once established, this access will be broken by three consecutive failed trips in a row. Contact by a long walk is sufficient to maintain access.
4) If a building can only establish access by a long walk, it will have intermittent labor access. It appears that the closer an intermittent building is to distant (more than 27 space) housing, the more time it will spend on, but I'm hazy on the exact mechanics of this. Buildings types appear to have different needs for labor: a hunting lodge placed 37 spaces away from housing will flicker on for an instant after each successful trip, while a firestation at 37 spaces will flicker off and on with some frequency (strangely; the firestation long walker appears to only walk 36 spaces, but a single road square with labor access seems to be enough to get intermittent labor access going, so it effectively has the same outside limit range as a hunting lodge).
5) Buildings which generate sprites (hunters, firemarshalls, etc.) appear to only need the briefest instant of labor access to do so. When those sprites return, however they won't be regenerated until labor access flickers back on.
6) Labor recruiters seem to be random in their path decisions, but they appear to have two biases -- they like to walk towards a city's center, and they like to walk towards their last labor contact (even if it was a long walk contact). Thus, it seems dangerous to place buildings at a range of 28 to 37 spaces from labor contact towards the city center.
7) 3x3 and 4x4 buildings? I haven't checked them.
That's all I've got. Sorry this is so long. Those labor recruiters were driving me crazy.
-- JWorth