I started two days ago working on my FelicitusAI, which aims to compete with the "professionals" playing on Kurt's Goal Servers (I consider myself being also one of those junkies hanging out there A LOT

So I did A LOT of research, but I didn't find an algorithm which is fast enough to calculate a path for a distance of 80-100 squares in an acceptable amount of time (acceptable would be <1 month, better 10 or 15 days). I think it is because Aystar tries to find a "perfect" route, but perfection isn't the key on the first line. So I'm trying to implement a pathfinder for rails which uses a different concept.
1.) Basic Pathfinding
The pathfinder connects the start and end point using an imaginary line. Then it follows that line, and if some barriers are in the way (like factories, towns, etc), it splits the line (=creating segments), moving the split point out of the way (which means that the point will be moved in west/east or south/north direction, based on a random value) and starts from the beginning. It does that until a path without barriers is found.
2.) Path Cost
The pathfinder can be configured, so that you can specify different "costs" (not the real game money costs, but also costs like climbing hills for the trains). The costs are stored per-segment.
3.) Segment Rating
Each segment gets a rating, based on the path cost. The totals of the ratings are stored in the path.
4.) Multiple iterations
After the path has been built, the AI engine could run the pathfinder multiple times to find a better path. This is a big difference in the concept of Aystar. Aystar can also iterate multiple times, but it doesn't return a valid path unless endless iterations are given. This pathfinder should return a valid route each time it is called, except if there isn't a valid route available.
Because I'm not sure if my concept will work, are there any alternatives (like the B*-Tree?) to try out?
With best regards
Timo / Felicitus