/// <summary>
        /// Called by the game when level loading is complete.
        /// </summary>
        /// <param name="mode">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnLevelLoaded(LoadMode mode)
        {
            // Don't do anything if not in game.
            if (mode != LoadMode.LoadGame && mode != LoadMode.NewGame)
            {
                Debugging.Message("not loading into game; exiting");
                return;
            }

            // Don't do anything if we've already been here.
            if (!isModCreated)
            {
                // Check for mod conflicts.
                ModConflicts modConflicts = new ModConflicts();
                if (modConflicts.CheckConflicts())
                {
                    // Conflict detected.  Unpatch everything before exiting without doing anything further.
                    Patcher.UnpatchAll();
                    return;
                }

                Debugging.Message("v" + LifecycleRebalance.Version + " loading");

                // Wait for Harmony if it hasn't already happened.
                if (!Patcher.patched)
                {
                    // Set timeout counter, just in case.
                    DateTime startTime = DateTime.Now;

                    try
                    {
                        Debugging.Message("waiting for Harmony");
                        while (!Patcher.patched)
                        {
                            if (CitiesHarmony.API.HarmonyHelper.IsHarmonyInstalled)
                            {
                                Patcher.PatchAll();
                                break;
                            }

                            // Three minutes should be sufficient wait.
                            if (DateTime.Now > startTime.AddMinutes(3))
                            {
                                throw new TimeoutException("Harmony loading timeout: " + startTime.ToString() + " : " + DateTime.Now.ToString());
                            }
                        }
                    }
                    catch (Exception e)
                    {
                        Debugging.Message("Harmony loading exception");
                        Debugging.LogException(e);

                        // Show error notification to user.
                        ErrorNotification notification = new ErrorNotification();
                        notification.Create();
                        ErrorNotification.headerText  = "Harmony loading error!";
                        ErrorNotification.messageText = "Lifecycle Rebalance Revisited can't load properly because the required Harmony mod dependency didn't load.  In most cases, a simple game restart should be enough to fix this.\r\n\r\nIf this notification persists, please manually subscribe to the Harmony mod on the Steam workshop (if you're already subscribed, try unsubscribing and re-subscribing) and restart your game again.";
                        notification.Show();
                        return;
                    }
                }

                Debugging.Message("Harmony ready, proceeding");

                // Set flag.
                isModCreated = true;

                // Load and apply mod settings (configuration file loaded above).
                settingsFile = Configuration <SettingsFile> .Load();

                ModSettings.VanillaCalcs      = settingsFile.UseVanilla;
                ModSettings.LegacyCalcs       = settingsFile.UseLegacy;
                ModSettings.CustomRetirement  = settingsFile.CustomRetirement;
                ModSettings.RetirementYear    = settingsFile.RetirementYear;
                ModSettings.UseTransportModes = settingsFile.UseTransportModes;
                ModSettings.randomImmigrantEd = settingsFile.RandomImmigrantEd;
                Debugging.UseDeathLog         = settingsFile.LogDeaths;
                Debugging.UseImmigrationLog   = settingsFile.LogImmigrants;
                Debugging.UseTransportLog     = settingsFile.LogTransport;
                Debugging.UseSicknessLog      = settingsFile.LogSickness;

                // Apply sickness probabilities.
                CalculateSicknessProbabilities();

                // Report status and any debugging messages.
                Debugging.Message("death logging " + (Debugging.UseDeathLog ? "enabled" : "disabled") + ", immigration logging " + (Debugging.UseImmigrationLog ? "enabled" : "disabled") + ", transportation logging " + (Debugging.UseTransportLog ? "enabled" : "disabled"));
                Debugging.ReleaseBuffer();

                // Prime Threading.counter to continue from frame index.
                int temp = (int)(Singleton <SimulationManager> .instance.m_currentFrameIndex / 4096u);
                Threading.counter = temp % DataStore.lifeSpanMultiplier;
                try
                {
                    WG_XMLBaseVersion xml = new XML_VersionTwo();
                    xml.writeXML(currentFileLocation);
                }
                catch (Exception e)
                {
                    Debugging.LogException(e);
                }

                // Set up options panel event handler.
                OptionsPanel.OptionsEventHook();

                Debugging.Message("successfully loaded");

                // Check if we need to display update notification.
                if (settingsFile.NotificationVersion != 3)
                {
                    // No update notification "Don't show again" flag found; show the notification.
                    UpdateNotification notification = new UpdateNotification();
                    notification.Create();
                    notification.Show();
                }
            }
        }