To populate this city with buildings, in Blender I made a subdivided plane grid type object, then deleted faces where streets would be, assigning the block type object to that plane in a particle system instance. Is a similar way of population possible in TG? I should ask Hannes, I guess. I could also remove all textures and lights and just make a horizontal array and use it for a skyline. The original scene in Blender had about twenty point lights on the street lamps, ten or so source lights inside the buildings, involved volumetric lighting, etc, etc.....
Obviously this is a simple object, just cubes with variations. All grouped together with sidewalks and lamps and plopped onto a plane. Texture quality not so great as I am learning mapping, but do not understand required pixel count for best processing yet.