Leader

A Leader is the central human figure of a city in Reus 2.
== Gameplay ==
When founding a city in Reus 2 the player must choose a leader to lead that city. When the player clicks on the button to create a new settler they are presented with a choice between two leaders. This choice is random from any of the leaders not already settled on the planet. The choice of leader determines what city requests they will have, what Projects the city can build, what Emblems they can produce, and what effect Mystery has within their borders. As such, synergising them with certain biomes and biotica is very important to the planet's success.
When the player starts a new game they must choose one leader to act as a 'spirit' for the planet. This achieves two things. Firstly, it guarantees that the first city on the planet will be lead by that leader, and secondly, it activates a planetwide effect that improves certain biotica on the planet in a particular way. Each leader has a unique spirit effect, and only one of them can be used on a planet at a time. The spirit effects allow the player to adjust their playstyle in small but meaningful ways. While all leaders can lead cities from the start of the game, only certain leaders can be plant spirits initially. More are unlocked by increasing the player's Player Level to certain thresholds. 
== List of Leaders ==
=== Botanist ===
The Botanist is a flexible leader as long as Plants are present in their borders. He cares about Food and Science but draws no distinction between them. Instead, he values his city's combined Population and Technology score. His Projects and city requests all focus on Plants, and his Projects provide either Food or Science.
The Botanist is unlocked as a planet spirit at Player Level 13. When chosen as a spirit, he grants all Plants +15% Food and +15% Science for each distinct tag that they have.
=== Diplomat ===
The Diplomat is a jack of all trades leader that focuses on increasing Prosperity without caring which resources are used to accomplish this. As such, her Projects are incredibly varied, and can provide a mixture of Food, Science, or Gold, depending on which biotica have been placed within her borders. She is also the only leader to care about the number of cities settled on a planet, and how high their Prosperity is in addition to her own.
The Diplomat is unlocked as a planet spirit at Player Level 13. When chosen as a spirit, she grants all Apex Bioticum +2 Food, +2 Science, and +2 Gold for each completed city request level on this planet.
=== Goddess ===
The Goddess prioritises Wealth over all other resources. She focuses her city on Gold production, but her Projects are varied in which type of biotica they rely on, meaning she can use both Animals and Minerals effectively. She also wants her city to have a higher Prosperity and Wealth score than any other city on the planet, making her ideal as an early pick but more difficult to use later in the game.
The Goddess is available as a planet spirit from the start of the game. When chosen as a spirit, she grants all biotica within her city borders +50% Food, +50% Science, and +50% Gold.
=== Huntress ===
The Huntress is a highly specialised leader with a primary focus on Food and a secondary focus on Gold. Whichever resource she prioritises, all of her projects and city requests rely on Animals to be effective, giving her a clear path to Prosperity. Her Projects provide Food or Gold as a resource.
The Huntress is unlocked as a planet spirit at Player Level 5. When chosen as a spirit, she grants all Herbivore biotica +100% Food if there exactly two of them in a biome.
=== Inventor ===
The Inventor is currently the only leader to exclusively prioritise Technology and Science. His Projects provide Science and can use either Minerals or Plants to produce resources, especially Trees. 
The Inventor is available as a planet spirit from the start of the game. When chosen as a spirit, he grants all biotica with a base Science yield +40% Science 
=== Merchant ===
The Merchant values Gold highly. His projects can use both Animals and Minerals to generate Gold, but they have a particular focus on Gems. 
The Merchant is unlocked as a planet spirit at Player Level 13. When chosen as a spirit, he grants all Gems +10 Gold and +1 Biodiversity if they are unique in their biome.
=== Miner ===
The Miner is not as singularly focused as his description suggests. In fact he has only a primary focus on Science with a secondary focus on Gold. His projects provide either Science or Gold but nearly all rely on Minerals to provide resources. His Projects provide either Science or Gold.
The Miner is unlocked as a planet spirit at Player Level 13. When chosen as a spirit, he grants all Minerals +5 Science and +1 Gold for each other Mineral in their biome.
=== Pirate Queen ===
The Pirate Queen is unique in that her effectiveness if defined not by bioticum but by biome. Although she can be placed anywhere, her Projects lean heavily in favour of settling next to the Ocean biome over others. She has a primary focus on Gold and a secondary focus on Food, and her Projects provide Food or Gold.
The Pirate Queen is unlocked as a planet spirit at Player Level 5. When chosen as a spirit, she grants all biotica +50% Gold and +50% Mystery if they are adjacent to a Fish or Predator.
=== Sage ===
The Sage is a leader that prioritises Food as his primary resource. Although the Sage only cares about Population, the Sage's projects rely almost exclusively on Plants, and only provide Food, meaning that to get the best of his leadership you need a biome with plenty of them.
The Sage is available as a planet spirit at the start of the game. When chosen as a spirit, he grants all Plants +20 Food.