I don't know if anyones done the "add on" industrial zoning before - I sussed it last week but I'm having hella problems with traffic so I was searching for that. I'm currently recreating my home town to exact scale (as best I can) using the google map facility and paint shop pro - I figured the add on industrial work layout trick last week while off work making my city (about 100hours solid gamplay trying to get it to fit tsks lol) though I never clicked about the individual zoning. What I'm currently doing in my city (which I can provide a picture if needs be) is on the far side I have 1 massive 32 x 3 industrial zone (one building 3000+ jobs etc) thats my dirty indurstry , no other buildings just that - There is no road there just one simple subway connecting to the bottom of the commerce district. No one drives just commuters via subway. So anyways I grew the dirty industry - people came commerce was needed. Now I had 6 main feed roads to the bottom of the area marked for commerce so I queried the roads and built commerce on the two most used - 1700 cars one, 1200 the other or figures roughly like that - it was late and I wasn't documenting, more speculative gameplay than anything. So here I had flourishing industry, and all my commerce (2 roads worth) had high customers. Around the commerce I have larger empty zone boxes (irregular shapes) set asside for mfg as filler and commerce as road huggers. Like suggested before... once mfg demand is enough zone a 2x2 and a business grows - now the trick here is on the back zone another 2x2 than onto this one.... etc As manufacturing pollution is controllable with a few well placed trees I will scatter small irregular zone blocks (never touch a road with the rest of the block as it may turn into dirty industry etc if needs be if you keep the zone off the roads it stays manufacturing or dirty or high tech to a degree , once high tech demand comes, manufacturing may turn to it and the block will cease until you destroy the old mfg add on blocks that grew - this I have to admit is annoying) At present i'm controlling taxes very tightly to stem growth to a minimum to avoid the mass onslaught of high wealth house abandoning sims so its a slow steady pace - i zone a few blocks of dirty industry as needed - there is no dirty industry as such in the town I live technically it should be in a neighbouring region though this is the first one so I need some hence why its stuck away out of sight optimized and not very realistic However the way i zone commercial and manufacturing is quite life like and reflects my towns downtown in spirit and actually due to the zonal development matches the goodle image map closer than a standard sim city with hundreds of different businesses. All my commerce is maxed at high customers except small 1x1 odd blocks near residential acting as corner shops. Recap-ish I have 1 massive dirty industry block not connected by road with a superb transit time (transit graph is 5 mins with nam radical mod (most real to my town settings, sim city b4 showed 90 mins from my house to town and I can walk it in 5-7 pfft)) and thats from one end to another practically and freight time is great. I have 2 small manufacturing blocks (irregular) with the surrounding space upto the road filled with commerce (only where beneficial - ie no road use no build). Ok sorry I waffled - bigly, i'm at work - it sucks - I'm skiving. Maybe I shud do a CJ to a degree sorry all ignore me ish lol Excellent tip btw - had no idea , I need this also - sometimes the irregular growth of manufacturing sucks as about on the 4th 2x2 block you add it will split into 2 1x2's blocks usually looking like an oxidiser type machine. Ok i just realised I been zoning irregular blocks to much if I know the build characteristics. btw I once had a 12 x24 island shaped manufacturing block - was uber cool, they get huge car parks n stuff eventually ok i'll stop sorry lol *waffles shot* EXCELLENT TIP :-) FANX