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For the already existing colonies there are two ways: Either you abandon them by migrating all your pops to your habitats and then wait for them to be seeded again OR you try to fire the event manually which was disabled at the time (still send your pops, save for one, to your habitats first as they would get deleted) - the event id is "mem_eden_protocol.6" when you fire it, you have to have your colony selected for it to work.
As long as you have a system with both a valid terraforming target and the required building on a habitat in the same system the variable will be increased by 1 every year for each system where requirements are met.
Then there is a random_list (being rolled for every system where prerequisites are met each year until it succeeds in one place) that goes weight 60 for nothing happens and weight 1 * variable for terraforming happens on a random valid target within the system. Then there is a 3 year cooldown if terraforming is initiated by this random_list and the variable is reset. This process is slow, but does not cost you anything.
This also means the more systems with valid terraforming targets you have, the more dice rolls you have per year until one succeeds.
You can speed everything up however by manually terraforming planets if you have the tech for it. The building's main purpose is providing the jobs and the seeding of primitive civs.
If the current implementation does not feel good, it can easily be adjusted in a few places to speed things up or slow them down, so if you have more feedback on that, please add it here.