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The way it was done in the olden days was to plop down a singe house in the industrial era.
The recruitment walker only need a house, not the acrual population in said house
you can also play the game as intended and develop actual neighborhoods around your industrial districts so people can actually live confortably there. for me global labour and building a miserable shack prone to the plague in the middle of nowhere is cheating. And it makes the game a totally different game where you can just lazily stack everything you need in one district; it sucks all the fun out of the game. That's how it would work in real life; you'd have people living not too far from where they'd work.
That's why the suggestion make sense, (or why not different sort of roadblocks; one for services; one for recruiters; maybe one for supply...)