@Hydro
I did what you sugested and it works but such bug spoil gameplay.
If some building (werehouse) replace other building (storage pit) it is very logical
that this new one should act as old one in other buildings requirements.
I suggest that building requirements code need some tweaks to include buildings upgrade chain.
Although other buildings do indeed support it, I tend to agree hat if A is an upgrade over B then A should really support at last what B does. However, this creates a lot of work for the XML modders. I **could** fairly easily change the DLL to make this automatic (and have it auto-reflect in the pedia entries), if the XML modders want it to work that way...