Very well, then, how about we go through each section publically and alphabetically, like so;
Buildings
A
Accelerator: Requires Computers AND Concrete AND Steel
The Computers resource here represents the advanced technological infrastructure and specialized scientific equipment necessary for the creation and operation of a particle accelerator; by it's very nature, quantum physics requires extremely precise instruments of measure and safety controls for proper and ethical operation. The concrete is for the building as a whole, which will inevitable tend towards an extremely sturdy and utilitarian mode as opposed to the more stylized glass-steel offices more conventional laboratories may be housed in. The steel here is both to reinforce the structure and for the supercollider itself; few other manmade materials can withstand the intense atomic forces utilized in the operation of the accelerator, though I can see a case for making this requirement an OR and having Titanium and Nanotubes as alternatives.
Acupuncturist's Shop: Requires Bone OR Copper OR Steel OR Titanium, Trading Post
These are all of the conceivable materials currently represented in our resource system that could be crafted into therapeutic needles. The Trading Post requirement is a long running one which is a simplification of building requirements along "Infrastructure Building" lines; namely, Trading Posts represent pre-industrial shopping districts and the actual buildings in which specific businesses will set up shop, which really isn't that far off from how said shops have and continue to operate anyway.
Adventure Tours Franchise: Requires Offices
I interpret this building to be a local corporate branch of the multinational Adventure Tours company, and hence it would require office facilities to house it's staff and equipment. Offices, in this context, fulfill a similar role to that of the Barter Post-Trading Post-Shopping District line.
Aerospace Complex: Computers AND Concrete AND Furniture AND Glassware AND Nanotubes AND Steel
You obviously need computers to run a futuristic military airbase, the concrete is for the numerous foundations, runways and defensive fortifications around the facility, the furniture lets the desk crews (particularily air traffic controllers) operate in comfort whle the glassware not only provides aesthetic windows, but necessary lighting for both aircraft and base personnel. Nanotubes are a preexiting requirement presumably referring to the advanced foundations and electrical filaments used in the construction and operation of the facility, and the steel is for reinforcement in those areas where nanotubes would be overkill. A seemingly complex building that in reality should be easily accessible to most well planned modern day cities; nanotubes, like before, stand out as a more complex requirement.
Agora: Requires Marble OR Stone
All you really need for this is an open square (or circle, triangle, other open surface); whether you think it's fancy enough to merit marble is up to player discretion. It's long obsolete by the time alternate construction materials for such squares come along, so they are off the table.
AI Surveillance: Requires Computer Network AND Intelligence Agency OR Police Station
Here, the Computer Network is the electronic infrastructure necessary to have a British-level CCTV system or other such Self Aware Colony-esque Orwellian wackyness. The latter two are the principal clients and users of such technologies, though if we ever get privatized RoboCop-style corporate police, they'd be likely candidates for such services too.
Airport: Requires Concrete AND Aircraft OR Modern Aircraft
All you really need for an airport, at it's most basic, is a tarmac, a runway and some planes. QED.
Alpaca Farm: Requires Lumber
You need some way of fencing in the animals, though I've heard of a possible Neolithic "pit" method of farming that might eliminate this from the list altogether. I'm also open to revising this to allow stones and other materials for fencing; lumber is chosen chiefly because it allows movable gates. Hmm, this is starting to remind me a lot of Dwarf Fortress...
Aluminum Co. Research and Development: Requires Offices
See Adventure Tours Franchise. I can see a case for making scientific buildings in general, like laboratories, have offices as an OR requirement with universities, for reasons elaborated upon in my comments on Accelerator.
Andean Monastery: Requires Bricks AND Furniture
Like airports, all you need is the building and some beds, and I'm having a hard time picturing anyone building Andean structures out of flimsy wood rather than plentiful stone. To some extent, I'm also going off building graphics for this.
Andean Temple: Requires Bricks
You don't even need Furniture for this one; you can do a Hindu style open prayer on the cold hard floor. I'm willing to discuss alternate materials, but for now, it's Bricks and Bricks only for these buildings. Adds more character to the religions to have different requirements if you ask me, and encourages people to pick religions in biomes historically adapted to those religions, much like cultures (of course, we do have a bit of a chicken and egg situation here... hmm...).
Android Factory: Requires Factory
See my comments on Offices and the Post/Shopping District line requirements.
Animal Hide Tents: Requires Hides AND Wood
The Wood, in case you are wondering, is to prop up the hides; it's placed as Wood rather than Lumber because you will almost invariably get Skinning before Carpentry.
Animal Snare Traps: Requires Rope
Gotta catch em somehow, though I'm, as always, open to alternate material suggestions for the OR field.
Anti-Matter Battery: Requires Rifles
I have Rifles as a seperate resource as per my plans to deal with weaponry; I fold the complex requirements into one single resource changing to account for era, so that you only need the weapons themselves for the units but the weapons factories still require (in the case of Rifles) Ammunition AND Parts AND Chemicals OR Lumber. I'm open to changing this to Firearms, but in the process you'd be shifting these requirements over to the Anti-Matter Battery itself rather than compressing it in one building.
Anti-Missile Battery: Requires Rifles
Ditto.
Apartments: Requires Furniture AND Glassware AND Bricks OR Concrete
No self respecting middle class member of a Modern Age society would dream of living in a house without glass windows, and I've yet to see a wooden apartment either.
Apothecary Shop: Requires Trading Post
See my comments on the Post-Shopping District line in my comments on the Acupuncturist's Shop.
Aquarium: Requires Glassware
I think this one is self explanatory. Come to think of it, though, could transparent carbon nanotubes be used to replace Glassware eventually? I have a hard time believing space shuttle windows are made of superheated sand.
Aqueduct: Requires Bricks OR Concrete OR Marble OR Stone
I have Concrete as a seperate resource from Cement which will in many cases replace it outright, so this one gets a tweak.
Archery Range: Requires Military Training NOT Feudalism, Archery Equipment, Barracks NOT Fletcher's Hut
Archery as a professional military discipline dates back to at least the Bronze Age, hence the tech change. The other changes are part of my military revision plan, where housing, training and basing for professional military units is represented by the Barracks line with other training facilities being ancillary additions to train more specialized units, having the remaining irregular and guerilla units easier and quicker to raise but less powerful to their lack of specialized military training.
It also reflects actual military dynamics quite well; a US Marine from Juneau who trains on Parris Island and gains the corresponding terrain promotions associated with such training is going to be different from a National Guardsman who trains locally. The Equipment requirement is a circumvention akin to the one I use for weaponry, and with the layer of buildings added in, Archers are actually pretty simple to build once you get the basics up and running. Lastly, the Fletcher's Hut is gone because the equipment requirement makes it redundant.
Arcology: Requires Computers AND Semiconductors AND Nanotubes
You need advanced machinery to operate living spaces (not to mention the sheer physics of it all) on an arcological scale; even the Zionists from the Matrix had their own machines to keep their labyrinthine domestic utilities running. The rest is just to keep the whole structure up, running, supported and digitally connected; even self sufficient arcologies will need semiconductors for the vast internal systems they'd contain.
Arena: Requires Bricks
Self explanatory. I'm open to lumber and simple dugouts as suggestions too.
Art Gallery: Requires Bricks
Ditto. I'm open to having this one as an Offices/Post-District line one too.
Artillery Battery: Requires Rifles
See Anti-Matter Battery
Artist Guild: Requires Bricks
See Art Gallery.
Asatru Monastery: Requires Furniture AND Bricks OR Lumber
The Norse are a lot more woody with their construction techniques than the Inca.
Asatru Temple: Requires Bricks OR Lumber
Ditto. I can see a case for making those requirement free on the basis they are nature shrines rather than actual buildings per se.
Assassin's Den: Requires Trading Post
Like the Mob Storefront, they need a legitimate front to have their offices in and operate from in secrecy.
Astrology School: Requires Bricks AND Paper OR Tablets
Only two pre-Industrial recording materials, not much else to say about it.
Auto-Cannon Battery: Requires Rifles
See Anti-Matter Battery.
Automated Defenses: Requires Rifles
Ditto.
Automobile Factory: Requires Parts AND Tires, Factory
I've noticed a lot of the other Factory buildings have since adopted the prime building as an infrastructural requirement; big thanks and kudos to whoever decided to implement that one. Otherwise, parts represent the mechanical workings and, well, parts of the car itself, and tires the... well, this is also pretty self explanatory. In general, "parts" are the internal machinery of vehicles, and will be used in this context when referred to in future requirements.