Whoever figures out what (if any) Antialiasing Compatibility value works for this game in Nvidia Inspector, I will draw your avatar in MS Paint. I tried the typical Unity value (0x004000C1) but no dice. It's DX11 so there might not be an override at all, but I would love to be proven wrong.
I may settle for downsampling but I hope to figure out overriding AA first.
That flag actually does work, but it's finicky.
Firstly, you need to force dx9 by entering -force -d3d9 as a launch parameter in Steam game properties. Then open Inspector, create a profile for cities.exe and set it up with the 0x004000C1 flag (C3 and C5 also work) and your desired AA method (use override). Your selected AA method will only work in free camera mode, NOT in building mode with the UI active. You can switch cameras back and forth though without breaking it. Also, the tilt-shift effect needs to be off (slider at minimum) when you start the game... after loading a city, you can re-enable it.
I was able to apply both SGSSAA and traditional (OGSSAA) supersampling. To my eye, only 8x sparse grid or 3-4x regular ss eliminates all shader aliasing and cleans up distorted details at medium to far range (e.g. window frames and such). At that level, my game is largely unplayable on a 760(4GB). 4x sparse grid is OK, but a tad blurry for my taste. Negative LOD values did nothing for me, so I ended up using 64bit SweetFX to apply some sharpening.
All of this experimentation was before the in-game resolution mod came around, which is way more practical, doesn't blur the image and has fractional performance cost. Even at max settings, the res mod doesn't look quite as good as say 8x SGSSAA, as there's still some temporal creepy crawlies at distance, but it's relatively minor.
IMHO, the driver method isn't worth the effort unless you can somehow get it to work in all camera modes. Having the UI on apparently utilizes a different rendering method. You're also forced to use d3d9 rendering path... I don't see any obvious downgrade there, but lighting might be a little better in dx11.
I took a bunch of screenshots while dicking around with it and I'll post if anyone wants them, but it's largely irrelevant given how well nlight's mod works by comparison. Most of the difference can't be observed in a still shot anyway.
Now back to actually playing