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You are not meant to accomplish everything in this game, often you will have to take a loss and move on.
For instance, persuading that we should desecrate the grave is doomed to fail, while e.g. persuading that there's a tresure in the grave might succeed.
Basically certain actions having different potential positive/negative effects on different persuasions even if it is for the same character.
There's a (possibly broken) tutorial message about this. (Phrasing bc it told me sometime in Act II). If there's a little curvy bubble underneath your smoother dialogue bubble, it's a thought bubble containing hints. Realistically, it's like how some games will more clearly delineate Good/Neutral/Bad dialogue options (or whatever way they class them). Little portraits of Beatrice, Prester John, Saint Grobian, or Socrates will pop up as Andreas is thinking what he could say. I don't remember how the game categorizes them (there were specific words used somewhere about wisdom, charity, etc.).
The important thing is the little paragraphs describing why to maybe choose any given option are presented in the same order as the dialogue options themselves. If you think whoever you're talking to will appreciate the rationalization Socrates gave you, then you just pick the corresponding dialogue option.
Otherwise it very much is about skills, interactions, what interactions of yours they've witnessed, etc. Shame that this thought/hint system isn't guaranteed to be explained.