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1) Research basic seafaring (3 turns early game);
2) Research terraforming (7 turns early game);
3) 1 City with builders guilds (2-3 turns early game)
4) Make a builder
5) Move to spot next to rapids
6) Build a fortress to expand domain there
7) Cast Restore Ocean Floor on a rapids tile whitin domain
8) Build the bridge :-D
All in all it's quite a long process, but I think it is fine because at the start of the game there's no rushing to build one anyways. I've left a positive rating and gave an award. Thank you for your work and time on the mod.
1) Research terraformer.
2) Cast raise ocean floor on a blocked water tile (rapids).
3) Cast restore ocean on that same tile.
4) The tile becomes a normal river tile, and thus a bridge can be built as normal.
This is the intended way, right? This is fine, but the first line on the mod description (by itself) implies that you can directly build a bridge on top of rapids, which is kinda misleading and might confuse people like it confused me until I figured it out. So clarifying this would be cool.
I am glad that sea-forts are possible at least (which can use many of the resources)
I understood that it is not possible to build roads on this kind of land.
Is it possible to build settlements with a settler there?
Does the restore ocean spell work? I tried clicking on a land hex, but i get the message "invalid terrain".
Is it a bug or do i do something wrong?
My honest opinion though, if it's remotely doable, make Freeze Water still do its normal size and mana cost, but temporarily. Terraformed "filled water" should remain permanent, but in some situations freezing water temporarily to allow your units to cross quickly, then having the "ice bridge" cut out on its own after a few turns is more tactically sound than a permanent bridge, especially since Freeze Water works outside of domain as well.
IIRC there's no way to build a bridge so exploding them would be irreplaceable.