OK, I tried out Dijkstra Maps from this article: http://www.roguebasin.com/index.php/The_Incredible_Power_of_Dijkstra_Maps
It sounds all pretty neat, but there are a lot of problems cropping up. Especially as the promises it makes, can't be uphold and it creates ambiguous/undefined behavior.
Also, my game isn't pen & paper complex (there won't be things like hunger, thirst, etc), so to be really honest, I won't use that.
Instead I just go with a state driven AI and "normal" path finding
In the end, state driven AI might use up more power per mob, as I have to pathfind for every mob, but I can mitigate that.
Also I can control behavior more easily and can use more efficient path finding algorithms, like A*