Following my post above regarding the technical set-up for the buildings, I used a similar setup for the creation of the sloped roads, too.
At first, I was going to draw each road sprite at different sizes and then arrange them accordingly. The different sizes would represent different elevation levels in the city. And this probably would have worked just fine until I remembered I plan to include bridges, as well. Since I want to employ serious amounts of scaling/Z-elevation factors, it became clear that the roads wouldn't line up properly if different road pieces that represented different elevation levels weren't actually scaled properly.
Simply put, everything that's on a different elevation level in appearance has to actually be on a different elevation level. But actually accomplishing that with the sloped roads was going to be tricky because if there's no way to scale a sprite where one edge is secure at a lower Z-elevation while the other edge aligns with its adjacent road sprite at a different elevation.
What I did then was created "slices" of the road and spawned them in such a way that as the road pieces connect from end to end but are on different elevation levels, the road "slices" would "step" along to connect the two ends. It's literally like a set of stairs but because it's all flat images and aligned just right, it appears near-flawless (at least, I think so...). An actual sloped road that appears elevated from one end to the other.