Galaxy map. 100 billion systems. That data (so at a minimum position and star composition for an undiscovered system) is stored because we all see the same galaxy map. If a gigabyte is one billion bytes. Then the galaxy map is 100Gb per byte you use to store that information. Please be kind if you rip apart my logic.
If they were to store data for the systems, then your logic would be sound. But it seems to me that it would break the purpose of procedural generation. The names, bodies, government, etc can all be generated for each system on the fly. For example, the logic for querying the server for the info of a system could be:
• Client supplies some identifier (e.g., location) of the system
• Server checks if there are exceptions for that system (to handle hand-written special cases)
• If not, server runs the “generate system” program given the system id and the current date - this provides all the details of the system, probably based on a pseudorandom number generator seeded with the system id, and the time is used to obtain the positions of planets on their orbits
• Server checks the index of changes for that system and applies them on top of the data (i.e., changes to the market, factions, whatever – these only need to be stored for systems that are changed by player action, and if storage space runs out they can always “forget” old changes in systems that haven't had human visitors for a while)
(Note that the index of changes can be recorded in a sparse data structure where only the systems that actually have changes are stored, not the “no changes” status for all other systems.)
While the above concerns a single system, the galaxy map can similarly be generated with a different algorithm, e.g., based on the region of space. Similarly there are regions where real data is used instead of random generation, and for these exceptions the data of course needs to be stored, but I would expect the special cases to number at most in the low millions, not billions.
But from that I take that the vast majority of an offline galaxy (had there been such a thing) would of had to of procedural generated on first launch. It then would of needed to of been stored or the galaxy map experience of offline would of had to of been very different.
The whole galaxy would not need storing for offline play on the client any more than on the server, but the
galaxy generator algorithms would need to be on the client side so that the client could generate the systems offline (just like the original Elite did, only fancier). And the special cases would of course need to be stored. One argument from Frontier against offline mode was the potential “cheating” (or spoilers) this would allow, since people could run the algorithms on their own computers and produce lists of profitable systems without actually exploring them in game.