Hmm this is certainly a problem. I could put the no growth of cottages/etc back in but that's starting to become a lot of penalties just to balance one bonus. In the end I'm not committed to the 'military units built with food thing, it's an interesting mechanic but not essential to retain.
That would be a pity! If a bonus happens to appear very strong, then it can't be avoided to counter it with some penalties. I would go back to the no-growth-of-cottages. You could still remove it later in 1.0. (And since nobody has been complaining about it, I vote for Redistribution-formerly-Agrarianism
