The technique employed by Pottinger involves mapping influence (or what we used to call spheres of influence around key areas. Furthermore, Pottinger divides the areas into subareas (see Figure 5) above. These areas are determined by a flood fill algorithm (old but effective) with some modifications to keep from overrunning the stack.
The 3D maps are created using the proprietary BANG! 3D engine which allows for multiple layers of influence mapping and storage.
It is interesting to note that Pottinger writes, Pathfinding is one of the slowest things most RTS games do (e.g. Age of Empires 2 spends roughly 60 to 70% of simulation time doing pathfinding). Having played AOE and AOE2, and being aware of the fairly small size of the maps (usually less than 100 x 100 tiles) I would have thought it would have been possible to pre-calculate paths and store them leaving the CPU time for other things.
Pottinger concludes with this advice:
Useful Tidbits