Map Size Fixes

Greetings Salemites,
We have been having more and more design sessions regarding Map Size. Frankly, there are a lot of mechanics and 'problems' with the existing map. That being said, we are very committed to trying to 'make it work' and as such have a few 'solutions'. Please understand that just about any solution to this problem comes with a bit of collateral damage. That being said, I figured I would share with you where we are and get the feedback of the community before we press further down any one avenue.
Please use this thread as a place to discuss 'solutions' to the problem of the map being too big. As well as cast your vote on your preferred solutions we have.
Solution #1: Disable a % of the Map.
This is ugly, but seems doable. These map tiles wouldn't be 'nuked' per-se but they would be inaccessible. This means players who settled outside of the new map size borders would need to be handled on a case by case basis to ensure they are not stuck as well as some level of consideration and compensation for bases that are now inaccessible.
Solution #2: Disable Churches Darkness Pushes and shrink darkness.
Some may remember that before churches settling in the darkness was only an option for those who wanted to live, and survive under the constant threat of drain. We could return to these times where the world exists beyond the darkness to the size that it is, but players would be generally unable to live, function, and develop in these lands.
Solution #3: Carriages
Carriage houses, player built, that allow for fast travel between two locations. This is quite obviously the most amount of work, and comes with a wealth of 'issues'. So if you do vote this, or wish to debate it, please just pretend we know what we are doing and will 'resolve' general exploits in such a system. The idea is that players who have been to Point B, would have an option to build a semi-expensive structure that would allow their return upon building the link'd structure @ point A.
We have been having more and more design sessions regarding Map Size. Frankly, there are a lot of mechanics and 'problems' with the existing map. That being said, we are very committed to trying to 'make it work' and as such have a few 'solutions'. Please understand that just about any solution to this problem comes with a bit of collateral damage. That being said, I figured I would share with you where we are and get the feedback of the community before we press further down any one avenue.
Please use this thread as a place to discuss 'solutions' to the problem of the map being too big. As well as cast your vote on your preferred solutions we have.
Solution #1: Disable a % of the Map.
This is ugly, but seems doable. These map tiles wouldn't be 'nuked' per-se but they would be inaccessible. This means players who settled outside of the new map size borders would need to be handled on a case by case basis to ensure they are not stuck as well as some level of consideration and compensation for bases that are now inaccessible.
Solution #2: Disable Churches Darkness Pushes and shrink darkness.
Some may remember that before churches settling in the darkness was only an option for those who wanted to live, and survive under the constant threat of drain. We could return to these times where the world exists beyond the darkness to the size that it is, but players would be generally unable to live, function, and develop in these lands.
Solution #3: Carriages
Carriage houses, player built, that allow for fast travel between two locations. This is quite obviously the most amount of work, and comes with a wealth of 'issues'. So if you do vote this, or wish to debate it, please just pretend we know what we are doing and will 'resolve' general exploits in such a system. The idea is that players who have been to Point B, would have an option to build a semi-expensive structure that would allow their return upon building the link'd structure @ point A.