Thanks Spatzimaus, so i need to make ice be passable and adjust a high move cost.
Right. If you do that, then ice tiles should be workable (albeit with the same yield as a normal coast/ocean hex, barring your feature-boosting building), and naval units will be able to move through ice, albeit at the slow 1-hex-per-turn rate. I haven't actually tried this, but it should work.
One thing you'll want to do is give both Submarine units the "PROMOTION_IGNORE_TERRAIN_COST" ability, so that they can move under ice hexes at full speed (like they can in the vanilla game). Right now no naval units have that ability since no ocean/coast hexes cost more than 1 movement point, and subs use PROMOTION_CAN_MOVE_IMPASSABLE to move through ice, but with this change you'll be introducing a new element into the movement calculations. And they won't actually need the old can_move_impassable ability, since there will no longer be any impassable terrains for naval units (other than land, I mean, and you also need the Hovering Unit ability to override that one), but there's no harm in leaving them with that.
p.s.: so, is it impossible to make land units be able to travel through ice tiles? (on feet, not embarked)
More or less. You could, in theory, do this by giving them the "Hovering Unit" promotion to move over shallow water, like a helicopter does, and then use a Lua function to limit this effect only to Ice-covered hexes. But this'd have three downsides:
1> Those units couldn't embark easily if you wanted them to move to some other continent. (This MIGHT be able to be overridden through even more Lua, but I wouldn't want to try it. The embarkation trigger is notoriously flaky.)
2> The pathfinding logic would be awful. The AI MIGHT use ice to cut corners when moving from one land hex to another across a frozen inlet, but it probably wouldn't be able to do the Bering Strait thing of moving from one landmass to another, and it wouldn't think to move to offshore ice to prevent other civs' land units from attacking it.
3> Giving the units the hovering promotion would also allow them to move across mountains and lakes, unless you added yet another Lua override. (See a trend?) Technically you could get around this by adding a new promotion that combines the hovering effect with limitations in the UnitPromotion_Terrains and UnitPromotion_Features tables, both of which have an <Impassable> flag; you'd have to add entries for every non-ice possibility, but it could be done. There MIGHT be a way to do this to allow Ice movement without anything else by NOT pairing the hover effect with the CAN_MOVE_IMPASSABLE effect, but you'd have to test that one out.
None of these are insurmountable, but it'd just be really hard to pull off in a way that'd be useful within a game. And you'd get all sorts of silliness, like how naval units and your land units could stack on ice hexes, since the game allows one sea unit, one land combat unit, one land non-combat unit, and an unlimited number of air units to share a single hex. So you could have a tank and a worker sharing a hex with a battleship; you can already get that when they're within a city, but this'd happen out in the countryside where the city's defense value doesn't override all units.