Whenever you make an investment, try to begin capturing value from it as soon as possible after spending the money/time for it. Converse: if for some reason you cannot begin exploiting an investment until a certain date, delay purchasing it until that date.
(I learned this from playing the board game Agricola, where a common error mode is to use the “Expand House” action early on, but then delay the “Family Growth” action. The former action is an expensive prerequisite of the latter, which is the one that actually benefits your position. The smart move is to do Family Growth ASAP after Expand House.)
if for some reason you cannot begin exploiting an investment until a certain date, delay purchasing it until that date.
Note that this applies to entertainment and hobby purchases. Put the stuff on a wish list and let it sit, until you know you (will) have the spare time to enjoy it.
That’s actually a much better example than mine. Journey, for example, is fantastic, but a large part of what makes it so will be lost when the playerbase shrinks and/or the servers shut down.
Whenever you make an investment, try to begin capturing value from it as soon as possible after spending the money/time for it. Converse: if for some reason you cannot begin exploiting an investment until a certain date, delay purchasing it until that date.
(I learned this from playing the board game Agricola, where a common error mode is to use the “Expand House” action early on, but then delay the “Family Growth” action. The former action is an expensive prerequisite of the latter, which is the one that actually benefits your position. The smart move is to do Family Growth ASAP after Expand House.)
Note that this applies to entertainment and hobby purchases. Put the stuff on a wish list and let it sit, until you know you (will) have the spare time to enjoy it.
Catch: Some entertainment items aren’t available at a later date. For example, certain video games. (I’m looking at you, Atlus.)
Still good advice, just take into account future availability—especially if you care about having it new and not used.
Oh, good point. One natural (not artificially limited) case of this is: other players, and public servers, for online multiplayer games.
That’s actually a much better example than mine. Journey, for example, is fantastic, but a large part of what makes it so will be lost when the playerbase shrinks and/or the servers shut down.