But residential next to industrial is bad, isn't it? especially with all that pollution.
Many aspects of this game is bad in some way, but good in other ways.
Stores as well as factories have scripted behavior in that when they need new workers, they search for unemployed citizens in a close radius and gradually expand that search radius until they have found workers for their vacant positions.
Yes, factories, depending on your tech level bring you different levels of crime and pollution. Stores bring you crime, but not that much pollution. You have to decide what is most important to you. If you have a city with schools and a high tech, your pollution/crime hit won't be as large and you should probably consider weaving in more residential zones closer to your workplaces, commercial zones especially, but factories and such too. Every person you see walking around in the streets is good, because they're not driving a car. Each grown-up citizen can summon their own car, and you can imagine the amount of traffic that can inflict on your network of roads.
If the roads are clogged: Your citizens can't get to work. That means citizens employed in your services, such as police, bus drivers etc, can't get to work and your services will take a hit in performance. Your school buses won't pick up your students so they will have to walk far or perhaps they will quit school.
A high density roads will let you cope with more traffic, but even those can get clogged, so be sure to have plenty of buses (and bus stops!) too.
I'm sure there's a lot more to this, but yeah, it is worth it to experiment and learn the implications/pros and cons of the various strategies you can employ to solve the traffic issue. The roads are the veins of your city so yeah, its not good if they're not flowing somewhat freely.
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