Well yes. Dwarf fortress isn't a game, it is a standard. Two people made a game more detailed then anything that any main stream company has ever made. Dwarf fortress is to show people what to demand from games, and not accept anything less.
That's not to say every game should be a prodecualy genned RTS, but every game should put unholy levels of detail into there world, as to let immersion overwhelm us.
Although how cool would it be to have a procedurally generated RTS? You don't even know what units or races will be available each time you start it up.
You'll hit new game and say "What the hall are Aquafrenacticans?" and then you'll click it and it will be some crazy desert dweller race which rip the water from people's bodies and uses salt and alchemy to build giant walking war machines and you'll be like "Woah Aquafrenacticans are the bomb."
And next time there will be something else.
A proceedurally generated RTS would be interesting to say the least. I'm currently working on a semi-random semi-procedural semi-RPG flash game (there's no randomness to the gameplay, just some randomness in the setup which runs once and is saved).
When I'm done I might look into a fully procedurally generated RTS. I'd keep unit names somewhat consistent to the expected usage of a unit. E.g. high-damage, high-armor, slowish units would be "Bombers." The fast, low damage units would be "Fighters." The anti-swarm unit would be "Missile Frigates." Etc. So fighters will always kill bombers, bombers always kill frigates, and frigates always kill fighters.
AI War: Fleet Command
almost falls into this category, but the unit types are all hard coded, which special unit you have is your choice from a small selection. So it's almost a random unit, except that if you see it again, its the exact same.
I didn't know it was commonly called cave story, I have always called it doukutsu monogatari, and my freinds have always known what I was talking about.
The internet is not your friend.