Oh dear. Would you like a shovel?
I shall demonstrate how you create a dynamic galaxy using some events that can be scripted in say, LUA, and an implied database, it's not hard.
Seed generates procedural galaxy with stations, planets, stars and NPC's, this is all saved to a database with appropriate lookups.
Player then goes around in galaxy, computer simulates a basic economy and generates missions based on economy changes using fudge factors.
Player then takes on a bounty with a Named NPC who they have to hunt down and kill, they engage the NPC, but the NPC gets away and the mission fails. The database increments the rank of the NPC by one.
The next game hour, a newsflash appears in the station where the mission happened as well as the neighbouring stations alerting all pilots that the pirate such and such has preyed on a major cargo hauler and has made off with a large quantity of valuable goods, the database now updates his ship so next time he's in a bigger better ship.
Now the NPC no longer flies say, an eagle, but he's in a Viper.
Congratulations, I've just created a dynamic galaxy.
All of this can be achieved with some rules and code. There's nothing at all in what I've done which requires anything hand coded or neural or special, that's all simple code, rules, processes.
Please, stop digging, before you make this worse for yourself.