It seems as if in a sense you are potentially an emerging civilisation, developing its own culture and even maybe with that cultural development as its intended main focus.
I am aware that you are a major holder of the
Galactic Milieu's
HORIZON (HZ), which is not itself a "treasury-based" asset, but that there seems to be some kind of treasury-like component to your own culture's customary implementation of assets, albeit seemingly leaning more toward actual physical objects deposited in the care of custodians than toward the possibly simpler to handle use of digital assets as "reserve assets" (aka assets eligible for use in treasuries).
In the Milieu it is typical for physical objects as such not to count toward treasuries.
To allow hoards of potentially valuable objects held in the game or any of its various component games to be abstractly incorporated into abstract finance such as the processes or algorithms used to calculate or attempt to "discover" value the Milieu does offer a "collateral units" abstraction that on the abstract side provides a game-mechanic whereby abstract "collateral" can serve as a proxy for actual detailed item by item blow by blow accounts of in-game objects.
The collateral units system is in a way akin to a "treasury for objects" in that the value of the objects can be calculated from their treasury - the collateral unit a given object is purportedly a part of.
Part of the abstractness, the vagueness, though, is that the abstraction does not concern itself with the objects themselves, leaving them to basically be yet another possible way yet another possible game might choose to "gamesplain" the financial fact that a calculable quantity of value does exist and supposedly exists somewhere as things that cost a certain amount initially and are worth less second-hand but that can upon occassion give rise to more such things.
An example given in the past was a small family business that cost, say, 1000 initially but the liquidation value of all its liquidatable assets declines over time as cash registers, office supplies, tools, furnishings etc etc etc age, but some day might pass to the children and also come to be a neighborhood fixture and also someday might launch a new branch, and which generations later might be a famous brand with branches all over the civilisation.
Basically the original collateral unit held by that family would have "cycled", spawning a new unit at tail of list but also an entry on a next list and generations later gosh knows how many next lists that can be gamesplained as gosh knows what non-tangible but nonetheless occasionally fruitful things like being a famous brand, having a good reputation, being the go-to cultural-norm place to get certain goods or services and on and on and on.
The essence of it is that the value of an object is determined by a treasury representing its value, rather than needing to be "discovered" by often extremely "inefficient" procedures such as auctions and markets and the like.
I notice in one post for example you mentioned some kind of assessment document or witness asserting a supposed value; if that were instead an actual offer to buy it for that much it could serve to figure an actual market value as long as that buy-offer endures, but the value in asset form would be whatever the buyer is locked into paying not the object they would be paying for.
The object is in such a sense worthless, other perhaps than as some kind of futures thing pointing toward some future acquisition of an actual asset as distinct from a mere in-game object even if the game the object is in is regarded by its inhabitants as "not a game", "real life", "the actual phenomenal universe" or whatever else characters like to refer to their environment as.
Maybe think of collateral units as along the lines of "lot numbers" in auctions or "locker numbers" in storage-locker-content liquidations...

-MarkM-