Hmmm, no but there's an idea with the voronoi...
The displacements come from 2 default shaders, the displacement function of these is 2 fake stones shaders.
If you make a FSS the displacement function of a shader it displaces only the
outline of each stone, directly upwards(along normal). The stones have no shape as such, they are just white colour information that drives the displacement.
There's a white fractal luminosity function in there, too, which adds the white lines and dots that appear a bit like lights.
The coloured 'lights' are postworked in after.
The density shader of the dense city shader here is driven by a painted shader. I did have two opposing cities in this but one side didn't look as good and couldn't be fixed without messing up the look of both cities.
I have some tests going with regular-scaled scenes for this aswell, the middle planet here only has a 1m radius(
) I'll be working on it for a wee while longer...