Well im on xbox so basically have same version of game
Wow, lesson number 1, if you going to use 6 lane roads use them more sparingly,
Have junctions less often, use proper road hierarchy, using all as 6 lanes is worse and steals zoneable land
Dont zone directly on 6lns, that what side road are for, use fenses to stop buildings facing trunk road
Have you or a building growing (not sure if they can do this) cut that rail line?? Is there a train jam?? It should be rammed
Is that all your indy?? For 150k?? If so decentralise it?
Is that 1 indy zone?? So all the garbage is on the "main" building in very centre of big zone, not near LF / recyc
Have you just gone 4.0??? Double production = double draw
You havent got a cargo hub on that coast because???
Dont toll your frieght on frieght yards
Are those the only 2 service interchanges local?? I know the end of HW splits near also, why???
Have you tried putting warehouses down local to the indy/chirpy??
1 on fill ore
1 on fill petrol
1 big one near edge of indy and on way to CBD for generic goods?? (empty)
A few near each CBD for generic goods (fill)
Cause "fill" orders will import goods, warehouses come with dedicated trucks which fetch
After all that is said you are on console and hovering around the max, of trip numbers or something like
from my observations and readings airport dlc messed with the path finding a bit but it still shocks me that this worked before
So reduce trip length to get more trips completed
As a vanilla user, despawning is a major issue i assume;
so decentralise that blob of generic, use a small square of generic near outside connections, use 4.0 on the squares, about 9 zones or "squares" - your sizes
Then give a warehouse of each end for generic, 1 near indy (Empty), 1 near comerse (fill),
*CBD = central business district (aka city centre)