On 'forgetting' - I think it depends on the timescales involved and how data is stored. Were Onslaughts first constructed a few thousand years earlier, or a few hundred? There is debate on whether electronic records are good or bad for data retention - at present they are very bad, as the rapid tech progress and formatting changes make actually reading data on a drive from just 30 years possible only by specialists. Then again, if technology "settled down" in the Domain, then perhaps they have been using the same data format for thousands of years and the only problem is the physical degradation of media.
Heavy handed misinformation could also be the case, though you'd think rogue historians would have at least tried to keep the truth known. (And now I want to write a short story about a rogue historian resistance cell, stowed away in one of the cavernous internal cargo bays of an Onslaught. Sleep deprivation + coffee = inspiration of dubious quality...)
About Procgen: I think the mix of procgen and scripted sounds good - as long as the implementation is up to Alex's usual excellent standards (no pressure). The devil is in the details, but I know how I want the procgen stuff to FEEL:
(I know you already covered this in the other blog post, but just thought I'd chime in as it seems like the discussion has turned to it.)
I want there to be some reward and danger.
I want procgen "story" to be reasonable: how did the stuff get there, if there is stuff? Can I headcanon an explanation, or does it make no sense? (An empty habitable world not too far from the core would be weird without some reason why its empty, for example.)
I want to interact with it: even in empty systems, I want there to be something for me to do there, like dodging solar flares/ hiding in corona shadows on the way to exploring a planet, or independent markets, or pirates, ruins etc. I know this isn't 'realistic', but --> game.