In SimCity, there are two different types of road. These are streets and avenues.
Streets are one square wide and avenues are two squares wide. All streets are the same width, so a dirt road can be upgraded to a high density street using the upgrade road tool.
In order to upgrade a street to an avenue, however, you need to destroy the old street and replace it with a larger avenue, which will remove all infrastructure that exists along the old street.
If you're in a situation where you already have the maximum capacity version of a particular style of road but don't have the space to replace it with an avenue, there are other options available. It is possible to build additional roads within the vicinity to alleviate the amount of traffic travelling down your currently over-crowded road. To do this, bring up the traffic data layer to see where all of the traffic is coming from, and build new roads that intersect the busiest streets to provide additional routes for your sims to travel down. The traffic data layer can be accessed using the 'All Data Maps' button in the bottom right of the interface, or by toggling the 'upgrade road' option.
In addition, there is the possibility of setting up mass transit. Mass transit works by building a depot (and adding additional trucks as required to increase the number of sims that can travel per day and reduce the wait time for busses) and placing stops. The region that a stop will cover is highlighted along the roads as you place the stops. For the maximum effect you will want to place stops along your busiest streets (see your data layer for traffic again) and ensure that the wait time for passengers is managed to ensure it doesn't get too high.
You can monitor wait time by bringing up the information screen for your mass transit depot, and you can monitor the amount of traffic a particular stop is attracting by bringing up the information screen for each individual stop.
In my experience so far, the most important factor in increasing industrial tech is placing a community college or university in your city. You can also accelerate the process of converting your industries to high tech by placing this near your industry. It will immediately boost their happiness (you will see green smiling faces pop up), and they will begin to develop very soon.
For example, let me give you a scenario from my play time last night. I had a decent size city going (50,000 pop), with demand through the roof for residential and industrial zoning. This city is currently the only one in the region, so there were no outside factors influencing my city education level, or any sims coming from other cities for jobs. I had a large industrial sector comprised completely of low tech dirty industry, even with a well funded grade and high school operating.
Having read the tool tip for the community college, I decided to plop it on the edge of where my industrial zones met my medium to low income housing zones, as the tooltip indicated it would help boost industry and be a place for mid income sims to receive college training.
The moment, and I mean literally the moment, that my community college staffed itself and opened its first classes... every factory within 4 blocks began upgrading itself to mid-tech industry. In fact, my income dipped about $4000 while all the factories upgraded at the same time.
So, in conclusion, if you want high-tech jobs, you need not only educated sims, but college educated sims, preferably university educated for the highest tech level.
Best Answer
Goods spawn at commercial buildings at 6 am and at 6 pm.
Residential shoppers buy the goods from commercial buildings. If there are no goods at a close commercial building, the shopper will search farther and farther for goods.
This is how it happens:
In the commercial view, dark blue bars represent goods, while dark blue cars and people represent shoppers. The building on the left has depleted its goods, and will not be visited by any more shoppers this cycle.
The green smiley (with an up arrow above) is a residential building gaining happiness that a satisfied shopper has returned.
Commercial buildings that don't successfully sell goods will abandon.
Freight is generated from industrial buildings while workers are present. Industrials ship freight to commercials and storage. Freight that is delivered to storage just "rots", allowing allowing more shipments to arrive.
Freight that is delivered to a commercial building is converted into money inside the building. Money in a commercial building allows the building to grow and keeps the building from abandoning. It is possible to keep a commercial building alive and growing through goods sales only, with no freight delivered.
This is how it happens:
In the Industrial View, there are four highlighted items:
The yellow bar indicates freight in the industrial building, while the teal bar indicates past successful shipments. Yellow trucks indicate freight headed to fill an order. Teal trucks indicate satisfied shipments returning to the industrial building.
The whole freight acceptance and decay concept appears to be in flux at this point. At launch, I observed trade depots filling with freight, which would just sit. Today, these same depots receive freight and vaporize it within the hour. I have observed trade depots, commercial buildings and coal mining plants accepting freight.
Industrial buildings that don't successfully ship freight will abandon.