This might make sense if a bunch of assumptions hold: the chunk-graph does not change during gameplay, map sizes aren't much bigger than the one shared in the post so the number of vertices in the chunk graph is pretty small, land units share the same costs for traversing terrain (i.e. same chunk graph with same edge cost shared by all units).
Rough back of the envelope: number of vertices, V = 20 chunks high * 20 chunks wide = 400. Chunk graph is sparse, each chunk connected to 8 neighbours by undirected edges, so number edges, E = (1/2) * 8 * V .
Memory required to store chunk-graph distance matrix: V^2 * sizeof(distance) = 400^2 * sizeof(float) = 640,000 bytes. Could use +inf for disconnected chunks due to islands.
Time to precompute full chunk-graph distance matrix by repeatedly dijkstra-ing from each chunk to all chunks in the chunk graph: V * T(dijkstra(E, V)) = V * O(E + V log V) = O(V E + V^2 log(V)) = O(V^2 + V^2 log(V)) = O(V^2 log(V)) , which won't scale due to the quadratic-ish V^2 log(V) term, but probably fine if V <= 400 .