The problem with GC3 is EXPONENTIAL GROWTH. Thanks to the way the economic system works, the percent multipliers from starbases, population, tech, and buildings can make planets 100x or even 1000x more productive than before.
Consequently, giving the AI flat production bonuses will lead to either:
1. You gave the AI TOO MUCH ECONOMIC BONUSES, which means the human can never catch up and the game is no fun.
2. You gave the AI TOO LITTLE ECONOMIC BONUSES, in which case after a human specializes his planets making your flat percent bonuses effectively useless.
For example: AI gets a flat 100% bonus. Sounds good right? Unfortunately the AI can't specialize its planets and the human can, and on turn 50 the human has planets that are 10x more productive than the AI because the human knows how to specialize HIS planets.
Consequently, now you give the AI flat 500% bonuses, in which case the AI EXPANDS TOO QUICKLY and colonizes all of the planets on the map before the human even has a chance to, meaning the human will never be able to catch up or forcing the human player to stay on a minimal number of worlds.
In other words, FLAT BONUSES as a way of balancing GC III WON'T WORK. Either the bonuses are too large AND TOO POWERFUL IN THE EARLY GAME and the AI expands too quickly or the bonuses are too small AND POINTLESS IN THE LATE GAME THANKS TO ECONOMIC SPECIALIZATION, and the human over-specializes and crushes the AI.
Trying to add in FLAT BONUSES to counter exponential growth is a losing proposition. It's almost impossible to balance correctly. I have proven that this mindset is flawed. Much better to teach the AI how to specialize economically.