Testing out some other strategies for high populations that isn't all "lol residential only".
700k population, no mass transit.
Main points:
Main blocks divided up with avenues. Side streets along those avenues laid out in a way so that the shortest path to get anywhere is usually the avenue and not the side street. Keeps more people on the avenue and less people on the side street. Zoned commercial and residential on the side streets.
Side streets connect to avenues with medium density roads only to eliminate traffic lights and keep traffic flowing on the avenue. Connecting roads can be temporarily upgraded to high density to upgrade buildings, but I put them back to medium density after they are done.
Low wealth only.
At first I tried to balance out the employment only: 2 high density commercial for every 3 residential (600 jobs, 600 workers). It worked out okayish, but I always seemed to have that "feeling happy leaving city" thing which is annoying. I posted about it about a page or two back. It tends to happen if you have too much unsold goods. There are too many shopper agents leaving the commercial buildings and not enough residential sinks, so they default to leaving the city or something. Kinda stupid but whatever.
So then I tried to balance out the unsold goods: 1 high density commercial for every 2 residential. It seemed to work out better for traffic since over the course of the day there are more calls for shoppers than workers. However, this lead to a lot of unemployed people, so I added 4 high density factories to make up the difference in jobs. Each low wealth high density factory provides 1400 low wealth jobs.
This seemed to work better to reduce traffic.
All the utilities are in the middle. Bulldoze the landfills and replop instead of incinerators. 3 recycling centers to avoid the recycling bug.
High schools also help since the buses pick up the students and you don't have any student drivers.
All bus stops on the avenues and not on the side streets. The students will eventually walk to the avenues to wait at the stops. The range is longer than the green color overlay (unless it's reeaaallly fucking far away). Multiple stops on each corner since the max each stop holds is 60 students, and if a stop is maxed out, students won't exit their buildings anymore.
Close up:
If there's only one bus stop for 3 residential apartments, the rate of student dissipation is low. Each apartment holds 100 students, so it'll go like... apartment releases 60 students, students wait at stop, no more students get released because bus stop is full, bus picks up students, bus stop is empty, buildings release more students.
This takes too long. Just have 3 bus stops waiting on the avenue, and those three apartment buildings can unload 180 students at a time.