I only meant that I might be accidentally answer the one you weren’t interested in :).
Actually, most Warcrafts certainly could do the pathfinding for all clients. Bigger RTS’s (like AoE, where the unit limit is much higher) would have more trouble, and I’m not sure if it’s possible yet on consumer hardware for them to manage up to e.g. 16 player games (AoE can potentially have up to 8 player games with 1600 units, IIRC).
I’m obviously misunderstanding your question, because I can’t see how synch has anything to do with pathfinding?
OTOH, full synch is not generally considered the best way of doing RTS’s; it’s a bit like TCP vs UDP: this is one of a couple of alternatives where some people fervently prefer one, others just as fervently prefer others.
IIRC the quoted gama article is quite good, mentioning some of the reasons why full synch is bad, as well as the good points. Suffice it to say, you definitely do not have to go full synch, and might find it much easier not to; like TCP/UDP it depends upon your game-design, and which features you intend to add, and which ones you want to make easier for yourself.
Personally, I’m not a fan of full-synch. It’s an old, tried and tested, but fairly naive design for these problems; it works, and conceptually it’s easy to reason about, but I find the disadvantages and implementation problems painful. Since I don’t really understand your problem yet I’m not sure what alternatives might be worth looking at.
“In determinisitc environments, such as pathfinding with stationary obstacles, we use search algorithms like A*. … randomness breaks A* … we describe an algorithm for solving such multistep decision problems with randomness. The basic algorithm is called dynamic programming (DP)”.
You could contact the author (pivazyan at stanford.edu) for further advice or do a google for DP stuff. Or buy the book ;).