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Feature Request Bury Your Own Treasure

Black Iron Oyster

Sailor Apprentice
Nowhere. Not sure if there are any chests in which your stuff is "safe".
Except for the chests in your captain's cabin, but that will do you no good here. :wp


There should've be a few safe (non resetting) chests, just like in TES, specially in houses you own, if the purchasable house mod has been done. However, maybe that would break the point of having to divide the plunder. :( If that were the case, maybe adding a feature were you could bury a treasure chest somewhere and could access it later to retrieve or add money, with the disadvantage being the hassle to go there and hide it manually and alone, so nobody would know about it and want to steal it. Would be a cool feature for greedy captains who want to keep it all for themselves, but that's is just an idea.

PS: Pieter, if you liked the suggestion please add it to that thread of ideas for the future, I could not find it at this moment and am afraid that'd be double posting If I myself placed it there too.
 
I like the idea to bury your own Treasure purely because that is a very piratey thing to do.
Can't think of it serving any real gameplay purpose though.

If you're concerned about money causing Mutiny, switch to Divide the Plunder Mode.
That's what you're supposed to do and that is VERY piratey as well.
 
When the crew start grumbling about how much treasure we have I drop in at a loan shark and deposit 3/4 of it, treasure doesn't make any interest buried in a hole :)
 
There should've be a few safe (non resetting) chests, just like in TES, specially in houses you own, if the purchasable house mod has been done. However, maybe that would break the point of having to divide the plunder. :( If that were the case, maybe adding a feature were you could bury a treasure chest somewhere and could access it later to retrieve or add money, with the disadvantage being the hassle to go there and hide it manually and alone, so nobody would know about it and want to steal it. Would be a cool feature for greedy captains who want to keep it all for themselves, but that's is just an idea.
This is exact the plan I had with the secret hideout om "Cozumel". I think there must be a place for a chest in the hide,
even if "Vanderdekens " cabin is there too. I dont know if there is a way so chest dont reset?
I have wanted such a feature for a long time, it will suit my way of playing the game great.
 
When the crew start grumbling about how much treasure we have I drop in at a loan shark and deposit 3/4 of it, treasure doesn't make any interest buried in a hole :)

That's a good point if you are law abiding good guy, but if you were an infamous pirate you just couldn't step into an official Bank to deposit your dirty booty. :razz You would need to bury it or hide it in a cave. :treasure:
However, if the loan shark is an irresponsible/shadowy one that could be an option too. Nevertheless, if he was too crooked he'd might runaway with your treasure, if he thought he could escape your revenge and get away with it.


Just a little brainstorming I had looking for common sense historical accuracy, gameplay balancing and reasons for actually doing it in-game.
 
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There is also the Merchant License that allows you to have as much money as you want.
Doesn't work well with Piracy though.

I think adding a "safe chest" somewhere should be quite doable.
Probably @Jack Rackham would know that best.
 
Speaking of historical accuracy, in age of pirates you can enslave enemy crew members, however I am not quite sure it was the case. While caribbean-european born or descendant (or any other ethnicity for that matter)- christian-pirates could and probably did steal non-christian black-moor-slaves from slave merchants, I am not quite convinced such a pirates would enslave free Christians, whether white, black or else, because they would have great difficulty selling them over.

Most people forget to take into account, or just don't know at all, that religion was an important factor (the factor, really) in XVth to XVIIIth centuries European slave trade. Racist ideas started to develop only in the XVIth century, until then there was just ethnocentrism, race becoming the predominant factor in western slavery just in the XIXth century, maybe beginning in the late XVIIIth. Then again, in the XIXth, when race became the main factor, christian missionary activity towards black slaves increased and the abolitionist movement (mostly Christian-driven, but with humanist influence to some extent as well) grew to the point of, once again, abolishing the institution of slavery in the Western World. Muslim pirates from the Barbary Coast and the Ottoman navy, however, did raid European ships and Mediterranean ports taking Christians as slaves by force regardless of ethnicity. As far as I know, Europeans bought most, if not all, of their slaves (already enslaved people) from Muslims and Pagan Africans. If by case it was a christian slave being bought they'd probably free him or turn him into a serf.

Christians since the roman empire had the tradition of freeing up christian slaves they might have own, as such, with Europe's conversion to Christianity, slavery was effectively abolished from Europe, developing in it's place feudal serfdom. The serf not being considered a commodity (like a slave) was attached to the land and had a series of rights which slaves didn't.

In the modern era, in the growing cities and in the America's, a "new" kind of servitude emerged; indentured servitude. Young people that had no marketable skills and or people that wanted to settle in the new world, but didn't have the money for paying the voyage, or the skills to become a sailor, could sign a contract to become a serf for a master that could teach them a profession or take them to the America's in their ships, in exchange for their labor for a certain period. In this kind of servitude, the master could sell the contract's rights to another person, which was what captains did as soon as they arrived the New World, with the selling of contracts paying up the costs of the voyage and giving some profit and the new master being the actual beneficiary of the serf's workforce.

This encouraged good conditions in the ships transporting this kind of people, maybe due to contract clauses and people not wanting to buy the rights to sick-ill treated serfs. Later, when indentured servitude went into decline and was abolished, the voyage conditions in the ships transporting people that couldn't pay declined sharply.
 
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Buried treasure gaining value over time? It's not abank with interest!

There IS a reason why real Pirates probably never buried their treasure.
As piratey as it seems, it is also a bit pointless. ;)
 
The effect of inflation is usually that money DEvaluates over time; not the opposite. :cheeky
Yes it devaluates, so you need more of it to buy things. If you buy goods when the money is still valuable, they'll be at lower nominal price. If you could stock these goods during an inflationary period, the money devalues, the face value of the goods increase and you get bigger nominal profit, but not quite sure if it's all that advantageous when taken into account your own loss of purchase power.

He was trying to say that the price of the items changed, as with inflation/deflation not the amount, as interest increases the amount of money. In the case his treasure would be made of items, not money.

I like your comment Pieter, :onya most people think inflation is the rise of prices, indeed inflation is the devaluation of money, and one of it's effects is the rise in nominal (face value) prices, however not all changes in prices are due to inflation/deflation, these that are not are called real value changes, I'm almost certain, no economics expert though.
 
Buried treasure gaining value over time? It's not abank with interest!

There IS a reason why real Pirates probably never buried their treasure.
As piratey as it seems, it is also a bit pointless. ;)

I've made a quick research about Pirates burying treasures and you are right, it was very rare. It's mostly fool's legends and literature.

I don't know how much work would it give to code such a feature, would be a nice addition, specially if associated with a quest that would make reference to this "Buried treasure" culture, but not a priority for modders engaged in New Horizons 14, maybe the best would be that someone interested made it while not delaying the real priorities.

In TES, the importance of safe chests is that you have a weight limit on what you carry, so you always need to store things somewhere. In the case your capitain's cabin has a "safe chest", right? The only thing is that it dosen't hide the loot from you crew.
 
I wanted the chest in the "Cozumel" hideout, because I want to use that spot for a base
when I play as a pirate. I dont want just a room without any features. I was thinking not
just about treasures, but a place where I could store gods too (planks,sails, weapons etc.)
In a way just like a ship cabin. If anybody is hostile to me, it will be nice to have some resources
at the base.Anyway its just a game, and I think it will be more fun to act as a pirate, with these features.
 
It is probably quite possible to add a "Bury treasure" feature.
But who is going to make it happen? There is already a huge lot of other stuff on the to do list.

A safe chest on Cozumel sounds quote doable.
I'm not entirely sure how to prevent Random stuff showing up in there, but I suspect @Jack Rackham does.

Of course goods can at the moment only be stored on a ship because they're not items.
 
Otherwise it might get erased after a while, I think.
Are you sure? I have never seen that happen.

To make a visible chest "disappear":

1) place it as randitem in the location file:
Locations[FindLocation("wr_farm_alchemy")].items.randitem6 = "chest4_coas";

2) remove it by changing in quest_common or quest_reaction or somewhere else to
Locations[FindLocation("wr_farm_alchemy")].items.randitem6 = "key8";
(key8 has an invisible model)
You should also here minimize the box locator radius:
Locations[FindLocation("wr_farm_alchemy")].locators_radius.box.box7 = 0.001;

alternative method:
1)
locations[FindLocation("wr_farm_alchemy")].models.always.l9 = "chest4_coas";

2)
locations[FindLocation("wr_farm_alchemy")].models.always.l9 = "";
Locations[FindLocation("wr_farm_alchemy")].locators_radius.box.box7 = 0.001;

The randitem method does not require COL-files but 3D-models sometimes get a strange shine.
Alternative method needs COL-files and are more certain to look good.
 
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