I do not think that under standard GCIII mechanics it will work well (though since diplomacy is still ... negligible ... we'll need to wait and see for that). If the player is restricted to a single world, they will rapidly be outpaced, in technology, in industrial output, and in economy, by every other player on the map unless they start with an absolutely massive lead or unless the other players start with a massive penalty; even if they do start with a sufficiently large lead, the other factions will eventually gain enough military power or cultural influence or some such thing that your world will be overwhelmed.
It could work under a modified ruleset, for example if there were special starbase modules that reduced the output of worlds within their area of effect and granted you an amount of wealth/research/industrial output proportional to the amount taken from the worlds within reach of the starbase, and if cultural influence was modified to do something similar and culture-flipping was disabled (or the threshold for it made astronomically high). That way, you could have your cultural control over nearby areas (similar to the religious control over the Four Kingdoms and some, but not many, of the nearby areas beyond that point), the mixed religion-and-trade control over a region just beyond that, and eventually the purely-economic control further out. I would think that it would be best if the stations could send the diverted industrial output either to your homeworld or to a nearby shipyard rather than always funneling it to your homeworld, or if the stations themselves could act as shipyards and have the 'produce wealth' and 'produce research' options (since you wouldn't be gaining control over the planetary settings). This could alternatively be done with a special shipyard structure and a faction that worlds join as you complete objectives similar to the described stations, with the faction being set up to send you its money and research output while allowing you to order ships through its shipyards, with the triggers for joining the player-slave faction set to the completion of certain reasonable objectives.