I'm not sure if I'll get a response, but still, how did you achieve such an effect? Is it some kind of compute shader? It can't just be a bunch of emission maps and bloom effects, along with hundreds of objects simulating light bulbs, can it? As a technical artist, I'd be really interested in seeing the implementation. The stations, cities, and many ships have really come to life thanks to the fact that the rendering distance of various lights has increased to such incredible scales. It all looks like a unified and fine-tuned procedural system that allows rendering an incredible number of light sources at large distances.