1)It's inconvenient for players who don't login everyday, who also cook frequently.
2)It doesn't also have as immediate an effect on societies who make greater use of non-cookable foods.
3)The various rants others have already mentioned
Some Pros of not having cooking multiplyable:
1)It can increase balance of power levels between players who spend alot of time playing and those who can't play as much, especially in societies which depend on/freguently use cooked food, because it creates an important position that even a newspawn of a new char can do. As it is now, postitions which require wakefulness often go to older chars due to issues of trust, stature, etc. (IE:town leaders, military commanders,).
2)It can encourage a more indoor aspect of societies. As it is, there is little reason for wakeful people to be amongst those who are frequently inside. They mostly only need to go in to make sure materials are supplied to the less important chars who are doing the labor. So, most important decisions/events, and even many "meetings", take place outside. Inside jobs are often boring for the chars and the players of those chars, because it is often lonely or quiet.
3)It encourages cooked food to carry cultural implications in societies where it is more efficient to mainly consume food which doesn't need to be cooked. (This was part of the original idea of cooked foods). What I mean is, cooked food will exist because chars want something special. "Special" implies that cooked food may be used as gifts, or other things related to culture, rather than just being something necessary.
4)Animals have negatively affected the intended food trade between towns who have non-cookable food and those which have valuable resources, but don't have non-cookable food. Making cooking projects not multiplyable may stimulate more trading for non-cookables.
