I am curious, in what you way will you implement A* in Eufloria?
Anyway, if you're planning to implement it to move seedlings from planet to planet without the default algorithm, I suggest the Dijkstra's Algorithm. Even if it is a bit performance heavy(normal eufloria game, doesn't contain enough planets to such delay be noticeable, anyway), it does provide the optimal path and while A* can give pretty good results, you have to have a good heuristic function(and trust me, it will give you a bad headache, if it complicates just a little).
Also if you already started to program the A* algorithm, the Dijkstra's Algorithm is the same as A* when the heuristic function always evaluates to 0.
Good luck ;)
What am I working on?
When I get the courage to awake the beast(microsoft), I was thinking about making some random map, or something, just to test some things, I've been wondering. Either way, the sky has cleared out, so the next days, I might work on my tan instead :-P.
PS: Aino, school already? You guys start really early there...I still have 3 weeks(Jesus Christ, the time is running out :'( ).
Edit: If I had to guess, how does Eufloria handle seedling's paths, I would say, that whenever a planet is created(normally in LevelSetup) a path is calculated by Dijkstra's(It seems to be always the shortest distance...), and stored into a hash table(Lua -> table).
ie:
{2 : 1, 3, 2} //To go to planet whose ID is 2, go to 1, 3 and finally 2...
This would avoid repetitive calculations, and since the original campaign is mostly statics(Asteroids are not randomly created/killed, nor move), all is calculated in LevelSetup...happy ending
Of course...This is just a wild guess. A* algorithm is probable as well, specialty since whenever Eufloria gives me the LowMemory error, is on LevelSetup(A* while faster, is more memory expensive).
Cheers.