Evening lighting in Blender 2.90 (2020)

The first lighting scenario in this Blender series can be found here along with information about the scene assets & artist credits:
https://www.artstation.com/artwork/ZGRB9w
For this night time look exploration absolutely nothing was changed about the existing light sources; the neon materials are untouched and no light actor was boosted in brightness. The only change was setting exposure for the low EV of the room being lit with 800 lux, 60w tungsten bulbs and setting the atmosphere lighting to a post-sunset condition.
All of the major visual changes between night and day come from the difference in how exposure has been set. Bulb wise, the point lights inside the lamps are roughly the size of a frosted 60w bulb to get appropriate shadow behavior as the light exits the fixture.
The light sources themselves are overexposed as would be expected for trying to get a decent image of the environment illumination at the expense of lamp highlight details. In reality one could bracket multiple exposures to make an HDR image to compress the highlights back into range if desired, but I prefer a single "exposure" approach that better approximates how our eyes would see the scene.
The daylight interior EV range was about 6-7, and the night range is about 2-3.
To me, this is the real joy of using physical units for everything: Content only needs to be authored once and then you change the presentation & artistic intent by changing exposure.