Pick One
[] The Marians: You wish to know if Cinna or his allies are planning anything before they do it, and to receive updates on their moves and strategies, that you might better plan your own actions in accordance with what they might do. (-10 Talents)
[] The Sullans: You tell Proserpina to keep an eye on the activities of the Sullan partisans still in Rome. Though greatly diminished in power, they still have enough influence to make plays that could upset the delicate balance of power in Rome. (-7 Talents)
[] The Catilinarians: Proserpina is surprised when you ask her to extend her network to keep an eye on Catiline and his band of disaffected youths. Young men barely your age or older, they have little real power in Rome, but you are still concerned that they might make a move which could influence your decisions. (-4 Talents)
There are really only two options here. The Marians
control Rome. If we want to get the most information out of our family spynet, we need to see what the Marians are up to. Easy peasy.
If we don't especially care what the Marians are up to, if we are okay with learning the news alongside everyone else and dealing with each event as they come -- and remember, we're on the other side of the Mediterranean, so our ability to proactively respond to news as it reaches us is basically nil -- then we should lay the groundwork for the 'next round of the eternal civil war' and spy on the Catilinarians, to see what they're up to, to gather blackmail material on the bad ones, and see which ones are potentially able to be swayed to our side.
Likewise, there are really only two choices here. Theo is our bard, the diplomancer, the guy who can help us talk and work peacefully with others. If our focus is on swaying the Greek towns to our side, he's a natural choice.
On the other hand, the war between Sulla v. Marius v. Mithridates is about to turn fiery hot, which means our
personal safety is much more at risk than it has ever been. Bringing Glaber as our bodyguard and personal trainer would help ensure that we actually survive the next fight, and the next one, and the one after that.
The men don't know Asiaticus, and neither do we. Inciting rebellion is a bad move, as is inciting blind loyalty to man we don't know. ''Gather Support" is the only acceptable option here.
Okay, this one's big, so I'll comment on each item individually.
[] Write Home: With such long travel times, anything you write will take a long time to arrive. However, that does not mean you cannot write. You write to... (response will arrive in 2-3 turns)
--[] Scaevola
--[] Cicero
--[] Atticus
--[] Proserpina
--[] Catiline
--[] Volero
I feel that this one should be
locked, and for one specific reason. Our last series of letters with Cicero gave us XP for our 'Intelligence' stat. This is a
only consistent way we've found of developing that stat, and it applies to
everything. 'Intelligence' is quite possibly the most important mechanic in the game, and letters to Cicero is the
only way we've found of developing it.
Plus, for the next two thousand years, Cicero is going to be universally acknowledged as the greatest letter-writer in history, and I want to get in on that action. His letters are
fun to read (both IC and OOC; I love those updates whenever Telamon writes one), incredibly informative on all kinds of subjects, and help us develop a better relationship with the greatest lawyer and statesman of the upcoming generation.
[] Brotherhood: You begin eating your meals with the men, to show them that you stand as one of them, not some aloof aristocrat. They care for you already, but this may well cement it.
I don't think it's worth it. Unless we're going to spend a
lot of energy making sure everyone loves us, it would take way too many actions to boost our support among the men of the legion beyond its current level (because they already love/respect/trust us). Our actions can be better spent on other pursuits. (That's not to mention the danger of making the legion love us more than its actual general, which is what led to the mutiny of the IX Legio this past turn.
[] The Consul: You attempt to strike up a conversation with the new-made Consul, Scipio Asiaticus. Famed back in Rome as an orator and a jurist, he may well provide good conversation, though you are under no illusions about making as deep a connection as you did with Sertorius, who loved your father.
We don't know Asiaticus, and this is our chance to figure him out. Despite his lack of military achievement, he's no slouch ("famed as an orator and a jurist" means he might help us develop the same skills that Scaevola taught us) and getting to know him personally might allow us to learn more about the top tier of the Marian faction. I think this should be our second action.
[] The Scipians: Unlike Sertorius, who traveled with a single slave, Scipio has brought along a veritable entourage of slaves, clients, friends, and cronies. These Scipians are largely plebian men of all stripes, and you attempt to integrate yourselves with them in order to learn something more of their master.
I'm not convinced we're good enough at Intrigue and Subterfuge to interrogate his staff without him noticing what we're up to. Hard no on this one.
[] Sparring: You begin sparring with the men, testing your own skill with the blade against the skill of the men serving under you.
Battle will give us all the XP we need, and we're going to see plenty of it soon.
[] Seafaring: Romans are not mariners. However, by necessity, generals of the land are sometimes forced to become generals of the sea. You speak with the officers and crewmembers of the ships ferrying your legion overseas, hoping to learn something useful.
...Random skill, possibly useful, but not worth the extra action. It'd take a
lot of training actions to make this useful, and I just don't think we need to.
[] Si Vis Pacem: You begin brushing up on your Greek, in ancticipation of subjugating Greek towns and villages in Asia.
If we bring Theo and focus on diplomancing the cities of Asia Minor... this is a strong contender.
[] Para Bellum: You begin studying the campaigns against the Macedonians and the Greeks over a century ago, hoping to learn more about Greek tactics, that you might counter them better.
If we bring Glaber and focus on beating the stuffing out of the cities of Asia Minor... this is a strong contender.
[] Res Publica: You study the formations of your own legions, the way Romans fight. After all, you may soon be doing war with Romans -- and what is more Roman than that?
Given the 'boss' of this particular campaign is a fellow Roman legion, we may need to brush up on our history and figure out any weak points to the Legion structure, to ensure we have an advantage when we reach the final battle. This might also unlock innovations, allowing us to be know for reforming the army to a more efficient level.
[] The Cult: You call together the cult of Mars, hoping to influence the officers and tribunes within towards your viewpoint on the new consul. (Depends on your choice for the Rudderless vote)
I don't feel strongly enough about Asiaticus to want to influence others toward our viewpoint, so this is a hard no as well.
[] Fortune's Favor: After camp is made for the night, several of the officers, including Carcellus, Pompolussa, and Mercator, gather to gamble and game. They have extended you an invitation.
...Remind me, who are the other officers? Are any of them famous or notable or in any way useful? We might want to pick this option once, at some point, just to see what our options are, but I don't recognize any of the names, so I'm inclined to say no.
[] Study: You study the campaigns of Marius in Africa, hoping to learn something about defeating a hostile kingdom while protecting Roman clients.
This is another strong candidate for our action this round. Marius is a legend for a reason, and his campaigns in Africa were basically the same sort of thing we're doing now. If we can figure out what he did and how he did it, we have a shot at replicating his success and becoming a legend in our own right.
Basically, "letters to Cicero" and 'dinner with the Consul' should be absolutely locked, and we should spend our third action on training for the upcoming fight, but I have very mixed feelings about which specific action we should take.