Thanks.
The skyline was painted in PS(two seperate black and white only images) and then taken into TG2 and applied to 2 vertical planes at varying distances from the camera via an image map shader(object UV option simply stretches the image according to the plane's dimensions). The 'create transparency' button in the effects tab omits the upper half(sky above the buildings) and paints only the buildings themselves, with the rest of the plane transparent.
The terrain is just a simple b+w imagemap as well, applied to a displacement shader.
Those trees... 2d planes aswell!
The bandstand, the two different lamposts and the fence are all fully 3d models. There's a transparency shader on the light globes but they're so small as to not be visible, except maybe on the closest one(in front of the trees) there's a lightsource inside that one, the rest are in sillouhette in the photo anyway.
The bird is a smudged dab of a brush in PS afterwards in the postwork, which is limited to colour balancing, tidying up the skyline a little, a slight 'burn' brush along the bottom to darken the ground a bit, the nuts and bolts on the fence are also postworked in afterwards and a touch of lensflare as a cherry on top.
Here's the original render straight out of TG, if you open them both in different tabs and flick back and forth you'll see there's really very little postwork...
The whole thing rendered in 55 minutes, on 1 core. Simple but effective, eh?
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