I built 25 neighbouring 32x32 areas (ie all seamlessly connected). For the player this appears as one 160x160 area.
Looks like this:
12|13|14|15|16
11|03|04|05|17
10|02|01|06|18
25|07|08|09|19
24|23|22|21|20
Within this construct I populated 4 areas that share a common corner point (eg 01,02, 07 and 08) witch about 20 random movers each. Despite about 80 mover props potentially in the nearby zone, it scrolled rather smoothly, inclduing animations and prop moves (considering we still run turn and square based in the background, of course, so please dont expect something like a 2d action game

). I yet have to see though how chasers and especially time driven props will affect the performance. Also terrain is flat/all walkable right now - adding more obstacles might slow down the pathfinding, too.
Furthermore, there's a bug related to drawing/maybe even calculating props on the diagonally opposite area (like between 01 and 07). I will start with looking into this one...