Anyway, sorry for attacking you like that, it's not my business
Don't worry, any kind of human manifestation will prove useful in the end, even if it just lets know someone else better. In this case, your comment led me to post some new pics
Maybe I did miss the point, but I'm judging based on how often I use pathfinding myself. Not only for AI, but for terrain generation. It's such a basic building block for games, and rather easy to code.
The algorithm I came with for terrain generation uses no path finding, it just uses main seeds that sprouts child seeds for a while with a certain amount of life. They travel in the map completely randomly and each time a seed overlaps the path already taken by another seed its height increases. They start deep within the ocean rising up as a volcano would. The draw back of this method is that each render takes about 30 seconds. Though the maps are not realistic, they do exactly what I need.
Some new examples:
For the second shot I set the temperature to be polar like.
I still need to create rivers though.
I haven't really though on how to do it but I guess it involves selecting high points of land and then choosing the lowest height in vicinity until reaching 0 height (or sea).
Any advice on this? I guess this is completely off topic.