>>7721171>thoughts3d expert here, gonna dismantle this.
Your brick texture is fucked up. Mainly because the brick texture only works on one axis, so you have to make a separate one for the X and Y. This also causes a problem if the buildings are rotated and the sides aren't parallel with either axis. So you get a weird as fuck criss-cross pattern like you see in your image. Either that, or the slants are just fucking it up.
Honestly you were probably better off using a wave texture and doing that, or unwrapping your buildings and using a pre-made grid texture.
Your buildings give off no light, despite them having "lit" windows in the texture. Which I might add is scaled completely wrong, like you took your view and projected a texture onto it. Which looks to be the case since the patterns of the buildings you used in the texture continues onto other buildings. Next time, actually unwrap the buildings (they're all cubes, it's not hard), and then use your texture. And to get the windows to light up, take your texture, plug it into an RGB curves node, fuck around with it until you get ONLY the windows, then plug that into the emission section of your Principled BSDF node. Then crank up the emit strength.
Last but not least, the buildings are all on top of water? What's up with the ground? If it's supposed to be water, turn down the roughness to something like 0.05, and add some bump to it so it's not perfectly flat. Also, put your buildings on land so it doesn't look like your city erupted out of a parking lot.
A final bonus, the composition is kind of shit. What am I supposed to be looking at? Put some focal points (points of interest) into your scene. Maybe there's some neat unique buildings, or spotlights shining up into the sky, maybe different districts have different lighting schemes to add some points of color and interest, maybe some roads function as leaning lines to lead the viewer's eye to neat parts of the image. As it is, it's not much to look at.