Those are all components, that's correct.
This is a test of the game's logic, so infinite resources was turned on for the purpose of controlling the supply variable.
Without having the screens and clips to post right away, I can describe the principles that underly the city.
I'll add the screens later today.
Intersections: 3-way six lane roads. They can be in any general shape, I like rectangles, but they have to form a branching network instead of a grid. Doing this solves 99% of traffic issues. 4-way intersections create the same nightmares in-game as in real life. Turn all traffic lights off so Cims can work with one another better.
Outside connections: Each zone connects independently to the outside world.
Usually by train and some second method, i.e. cargo plane+train for farmers, cargo hub+train for forestry, highway+import hubs for the main city center.
This setup allows the supporting R/C/I zoning to thrive while the first Industries™ buildings are being planted.
Inside connections: Each zone can connect to the main city, but not one another.
That is farmers can't freely ship to miners, or
drillers in one oil zone can't ship to producers in the other.
(It's the case that players often think they've segregated their zones during some experiment, but cars or trains are still driving out of the map, turning around on a cloverleaf, and creating a delivery delay problem that cannot be overcome as long as the connection exists. The game logic fails when oil is connected to oil but is too far away, creating raw material warnings as the wait time for delivery goes way up)
Within each zone is a 'Zoned Specialty' section for whatever Industry™ is nearby.
This provides a stable buyer/processor of materials that are prone to pile up, creates products for the main city, and helps supply the nearby base R/C/I.
Stable main city: The first tile was a base game demonstration. All base zoning, basic services, and a full mix of all the zoning, LD/HD both. This was set up to create an import/export balance/demand before creating the supply lines.
This main city was set up to receive toys from the oil/forestry zone, and household plastics from the oil-only zone, and solely have the ability to export via highway. The oil/forestry zone can send ships or trains to the main city, but not receive from it. The oil-only zone can send trains to the main city, but not receive from it.
Self-contained: Each zone has everything it needs. It begins with HD res, HD comm, and base Ind to create the underlying workforce. Trains will begin importing for those, and employment will tick up when Res can get to Ind.
At the same moment, the Industry™ main building can go down, and the first extractors placed.
Flying Crops: Given the set up above, if any of the industry zones could ship to one another, as soon as I put down an airport that all of those map wide suppliers could now path-find, they would create a massive and unrestrained flow of exports to that new avenue. This would totally ruin the system.
But because no path-finding is possible from any one zone to the farming, or any one zone to the ore, a cargo airway can be established between those two zones. Crops seemed like the funniest thing to put in the air, especially for making lemonade.
So the farm zone gets an airport that it can use to ship anywhere in the game world, including to the other cargo airport.
And the ore zone gets the lemonade factory, and the other airport. But this airport importantly does not allow export traffic from the ore zone. If it did, it would start shipping who knows what to the farm zone that's otherwise supplying itself just fine. (this might not be a problem in this case, but if the farm zone had a harbor that could ship to another harbor, the long traffic chain that would form would ruin everything. And it would definitely cause delays if shipping farm to farm since a juice refiner would always be waiting on a plane instead of the local field across the street)
In Summary:
- There are 5 distinct zones covering the base game, and all types of specialized, and DLC industry.
- All forms of cargo transport are deployed
- First 6 unique factories running harmoniously across the map
- Pathfinding is strictly controlled - Order/delivery attempts simply are not made for paths that don't exist
(If there exists a long, off-map path that will cause delays, it will still be chosen, and it will disrupt the supply line)
- Each zone is self sufficient given a cargo import connection to support the base R/C/I
- Specialized district Industry acts as surplus buyer for various refined goods
- Abundant use of one way tracks and streets (Classic Traffic Ban Tool)
- Strict control of import/export allowances at hubs
(The main city for example can only export via highway despite having a train and cargo hub accepting deliveries from the Industry™ zones)