/// <summary>
        /// Easter Egg. If the ancestral mech is a FLEA, and the setting is enabled, then infest the ship...
        /// </summary>
        /// <param name="simGame"></param>
        private static void Infestation(SimGameState simGame)
        {
            // Open bays 0-11, the extra 2 drop spots, and command consoles to match (assumes BT:R)
            simGame.AddArgoUpgrade(simGame.DataManager.ShipUpgradeDefs.Get("argoUpgrade_structure1"));
            simGame.AddArgoUpgrade(simGame.DataManager.ShipUpgradeDefs.Get("argoUpgrade_mechBay2"));
            simGame.AddArgoUpgrade(simGame.DataManager.ShipUpgradeDefs.Get("argoUpgrade_JunkyardLeopard"));
            simGame.AddArgoUpgrade(simGame.DataManager.ShipUpgradeDefs.Get("argoUpgrade_DropSlot"));
            simGame.AddArgoUpgrade(simGame.DataManager.ShipUpgradeDefs.Get("argoUpgrade_DropSlot1"));
            simGame.AddArgoUpgrade(simGame.DataManager.ShipUpgradeDefs.Get("argoUpgrade_PilotSlot"));
            simGame.AddArgoUpgrade(simGame.DataManager.ShipUpgradeDefs.Get("argoUpgrade_PilotSlot1"));
            simGame.ApplyArgoUpgrades();
            List <MechDef> lance   = new List <MechDef>();
            var            fle4    = simGame.DataManager.MechDefs.Get("mechdef_flea_FLE-4");
            var            fle15   = simGame.DataManager.MechDefs.Get("mechdef_flea_FLE-15");
            var            fle4rv  = simGame.DataManager.MechDefs.Get("mechdef_flea_FLE-4-RV");
            var            fle15rv = simGame.DataManager.MechDefs.Get("mechdef_flea_FLE-15-RV");

            lance.Add(fle4);
            lance.Add(fle4);
            lance.Add(fle4);
            lance.Add(fle4);
            lance.Add(fle4rv);
            lance.Add(fle4rv);
            lance.Add(fle15);
            lance.Add(fle15);
            lance.Add(fle15);
            lance.Add(fle15);
            lance.Add(fle15rv);
            lance.Add(fle15rv);
            //ApplyLance(simGame, lance);
            // For some reason, bays 6-11 still aren't marked as available at this point
            // ... but manually forcing the mechs into those bays seems to work fine.
            for (int i = 0; i < lance.Count; ++i)
            {
                var mech = new MechDef(lance[i], simGame.GenerateSimGameUID());
                Logger.Log($"\tAdding {mech.ChassisID} to bay {i}");
                simGame.AddMech(i, mech, true, true, false);
            }
        }