emission lights not working as needed in cycles or eevee I have this scene that is finally starting to come together but I can't get the lighting to work properly in 2.79 or 2.80 (Cycles or Eevee).  This is what it looks like in the viewport:



I know the dome needs to be optimized.

This is what it looks like in Evee:



The only lights in the scene are emission objects on the windows.
I also have an environment texture that I am trying to use for "HD reflections". As long as the environment texture is plugged-in, the lightning is the same no matter how many, how few, or how high/low I set the emission shader:




If I unplug that environment texture, the scene is completely black (except for emission objects) no matter how high I turn up the emission shader:



I have ambient occlusion turned off.

The blender file is attached (or would be, if I could find the "attach" button (where'd that thing go?). Can somebody take a look at my settings and help me figure out how I can get my emission lights to be usable? As it is now, I can't use them to properly illuminate the scene. Thank you for your assistance.
Eevee isn't a raytracer like Cycles - lights, reflections, shadows, etc. are effectively 'faked' in order to sacrifice quality for speed. This means that you can get lightening fast renders but does require some 'pre-setup' in order to get the desired results - by way of light probes.

Mesh lights (ie, Emission shaders) produce indirect light and by default Eevee doesn't handle indirect light at all.

For mesh lights you need to use an Irradiance Volume light probe. The Irradiance Volume is a cuboid which encases an area of your scene. It is not rendered itself but Eevee can 'bake' the contents to measure the irradience (emission) within that section of your scene, applying it to any other parts of your scene within that volume.

Within the Render properties in the right-hand properties panel is an Indirect Lighting section and within that a Bake Indirect Lighting button. Clicking this tells Eevee to analyse the indirect lighting (Irradiance Volumes and other light probes) which it can then use to render the scene.