I was hoping their might be a few more as well. I took a look at the one Bluemofia linked to, but it will be much more complicated to detect than the infinite upgrade loops (which are now detected upon save in versions 1.12+ of my editor). The two main hazards being reading the .flc/.fxm files, and my relative lack of knowledge of how they are supposed to behave. With file format documentation, what Bluemofia and Vuldacon mentioned in that thread might be enough to implement it... but that's a long-term one.
A warning about too many Build Often/Build Never options being checked could be added. Although I'd be curious to see that in the context of what Ozymandias posted it, and particularly if there are any stats showing the lack of effect. I'd prefer to focus on ones that are clearly demonstrated as bugs or issues, and just that snippet isn't very precise - the "about 3 or 4" in particular makes it hard to program a proper check for.
Generally, what I want to start with are issues that:
- Are either in the .biq file itself, or in a Civ file I can read fairly easily, notable the Civilopedia entry ones or perhaps .pcx files.
- Either cause a game crash, or...
- Are somewhat common
Another example I can think of that illustrates the type of error I'm looking for is the missing civilopedia entry ones that you sometimes encounter when starting a mod. Somehow these occasionally slip through into distributed mods, and then you can't play them when you download them. Detecting that would be nice, and while it may be mildly annoying to have to add a Civilopedia entry first, it's better than your mod not being playable. Less severe, but common enough that I've seen it multiple times, is using the large Civilopedia graphic for both Civilopedia images, and thus having the graphics be out of whack when you view an entry.
The "too many links" for certain resources is another one I can think of (though I don't remember what the limit is), which it would be nice to make visible without having to get a zillion popups in-game. I believe there's also a limit to how many resources (or maybe just strategic/luxury resources) can be in the game, but don't recall what that limit is. More generally, things that commonly surface in playtesting may be good candidates (with the caveat that some, such as game balance, are impossible to detect programmatically).
At a lower priority would be potential errors, such as a unit that can never exist, perhaps because you forgot to make it available to a Civ. I could use help from those who spend more time making mods in knowing what commonly crops up as an issue of this type.
In all of these cases, having reference materials (good posts on the topic) or examples (mods/scenarios/etc. displaying the issue) makes it all that much easier to start on them. At some point, I'll get around to looking some of these up myself, but I don't know of all of them, am more likely to work on problems where I already have the problem well-defined - so you can speed up getting your (least?) favorite issues detected by mentioning them here!
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Edit: Welp, turns out the resource limits one was
discussed earlier this month, and that thread has a very nice summary of the situation. Linking here to make it easier to find in the future, but that may well be my next addition in this area. The phantom resource bug in particular qualifies as one that would be easy to miss yourself, but is easy to detect automatically, and Pounder does an excellent job of describing what causes it and how to avoid it.