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OP, what industry and raw resources do you have on your island? How many docks and teamster buildings? Population and era?
Once I ended up with a coal shortage, and it turned out that I just upgraded my oil refineries and they were sucking up all of my coal that was meant for my steel mills. Not sure if you might be experiencing something like that.
Overall teamsters seem to do what they want so you can't hope that they'll pick up particular resources by placing them next to the resource (although this should help). The key is that you need to make sure that there are enough teamsters everywhere else so that those teamsters next to your iron and coal are servicing those mines instead of moving around corn or something.
Your teamsters might be stuck in traffic too. See if there's an area with too many cars and change the roads a bit to lessen the traffic. Maybe drop a parking lot near the teamster offices near the mines so that your teamsters aren't spending all of their time walking there by foot (I think this makes a difference). If in modern era, put metro stations around residential areas. You could even eliminate some industry that is less profitable than the steel to free up your roads and teamsters.
Good luck.
i had on average 2 teamsters per 1 production plant and 1 teamster per mine.
check to see if all buildings are staffed
also check to see if you have selected exports on any coal or iron, this will take prioty.
no traffice jams on the roads, build away from intersections as they can holt delivery to the max if your exit from the building is near one.
last don't listen to folks like "red" they just don't know yet how to play.
The teamsters work the issue they had and the only one was patched weeks ago.
How the teamsters select what hauling jobs to take is a bit of a mystery. Do they just line up orders to ship and do them one after another? Is their a distance calculation that gives different jobs different values, depending on where they are located?
I'd suggest building teamsters close to the housing sections to cut down on the communting time giving your workers a longer working time before they go to fill up their needs. If you have to drive across the map to get to work then drive all the way across to the other side to pick up a job, only to time out and need food or rest before service the factory the teamster building was beside.
Idealy your production buildings should be down roads that don't connect to anything else. The only reason to drive down that road should be to go to a production building. What's more they should also have a connection to the docks that wouldn't see city traffic.
Farms are the biggest offenders of getting stuck in the city, due to their geographic requirements for land quality.
Tropico 3+ is a very forgiving city builder, even poorly planned cities with terrible roads for the most part function. That the game doesn't ♥♥♥♥♥ at you for having heavy traffic leads people to worry far less about it or to ignore it althoughter.