Happy residents stay, and happy neighbourhoods grow taller. Leisure is how a city earns that happiness.
Neighbourhood leisure works on the homes around it: each venue lifts happiness within its reach, and a second identical one beside it adds nothing, so spread different kinds among the homes rather than building a strip. Days out are bigger: the zoo and the theme park draw visitors from outside the city, and those visitors need hotels to stay in. The music venue and the festival grounds are run by you, booking acts and setting prices, and their takings go to the treasury.
A neighbourhood picture house with a lit marquee: the latest films most nights. Homes within 10 tiles are happier (up to +3 citywide when it reaches every home); a second one beside it adds nothing, so spread them among the homes and mix the kinds (all leisure together adds at most +8). It lifts land value within 5 tiles. Built by a crew over about 8 days; it opens when done.
A night out · happier homes within 10 tiles · +8 jobs
Ten-pin lanes, a snack bar and neon: leagues on weeknights, birthday parties at weekends. Homes within 8 tiles are happier (up to +2 citywide when it reaches every home); a second one beside it adds nothing, so spread them among the homes and mix the kinds (all leisure together adds at most +8). It lifts land value within 4 tiles. Built by a crew over about 7 days; it opens when done.
A night out · happier homes within 8 tiles · +6 jobs
A small games arcade of cabinets and claw machines. Cheap to run, but it only draws from a few streets around. Homes within 6 tiles are happier (up to +2 citywide when it reaches every home); a second one beside it adds nothing, so spread them among the homes and mix the kinds (all leisure together adds at most +8). It lifts land value within 3 tiles. Built by a crew over about 5 days; it opens when done.
A night out · happier homes within 6 tiles · +4 jobs
A four-tile live music hall for 480. Bands of every genre come to audition: listen to them, sign the good ones and book their nights. Good shows lift happiness (up to +3), land value and trade nearby, and draw visitors; loud nights bother the homes next door unless you soundproof it. Show takings go to the treasury. One per city; open it from its inspector to run it. Built by a crew over about 20 days; it opens when done.
Swings, a slide and a climbing frame on a patch of soft ground. Cheap, needs no power, and loved by families on the next streets. Homes within 5 tiles are happier (up to +2 citywide when it reaches every home, and families +2); a second one beside it adds nothing, so spread them among the homes and mix the kinds (all leisure together adds at most +8). It lifts land value within 4 tiles. Built by a crew over about 3 days; it opens when done.
An open-air public pool with lanes and a paddling area. Thirsty: it draws a lot of water. Homes within 8 tiles are happier (up to +3 citywide when it reaches every home, and families +1); a second one beside it adds nothing, so spread them among the homes and mix the kinds (all leisure together adds at most +8). It lifts land value within 5 tiles. Built by a crew over about 9 days; it opens when done.
Fun for families · happier homes within 8 tiles · +6 jobs
A four-tile zoo, drawing up to 300 visitors a day for hotels to house. Families are happier (+3), and schools within 10 tiles take trips that add a little to the city's skills. Lifts land value up to 7 tiles away (+10 at the gates) and city happiness by 2 (all attractions together add at most 9). Its grounds clean the air (−1 pollution). One per city; needs 4,500 residents. Built by a crew over about 50 days; it opens when done.
Visitors spend up to $50/day, always less than its upkeep · +20 jobs
A six-tile park of rides: a coaster, a big wheel and a big top, drawing up to 1,000 visitors a day for hotels to house. Their cars crowd its district's roads, 50% less with a train or subway station within 5 tiles. Lifts land value up to 8 tiles away (+8 at the gates) and city happiness by 3 (all attractions together add at most 9). It is loud right beside it. One per city; needs 10,000 residents. Built by a crew over about 70 days; it opens when done.
Visitors spend up to $150/day, always less than its upkeep · +50 jobs
A street-front hotel of 40 beds for the visitors your attractions draw: 25% of them stay the night, more with an airport (+10%) or a linked railway (+5%). With no attraction in the city it stands empty, and below desirability 4/9 it lets only 50% of its beds. Takings follow the commercial tax rate, up to the standard rate. Built by a crew over about 14 days; it opens when done.
A 10×10 field for the city's annual music festival: a main stage, a meadow stage, a dance tent, a campsite and parking for 6,000 pass holders. Pick a date, book the acts (bigger names sell more passes but cost more) and set the price; the profit goes to the treasury. It needs a street along its fence. Live days bring visitors, trade and happiness; the stages are loud for homes nearby. One per city; run it from the Festival app. Built by a crew over about 18 days; it opens when done.
Figures are the game's base prices. Upkeep is charged every in-game day, and construction bills are drawn from the city's stock of materials, steel, copper wire and timber (see farms and trade).