Yes, it is in fact possible.  Just did a check right now. 
The follow is NOT a fully fleshed out mod.  It's more of a proof of concept that I quickly knocked out.  I wouldn't use it if I were you. For one thing, I didn't bother to balance any costs or prerequisite techs.  Plus the icons aren't set to anything but a generic starbase factory module. But as a Proof of Concept, it shows it works:
======================
<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<StarbaseModuleList
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../Schema/StarbaseModuleDefs.xsd">
<!-- Created with the Gal Civ 3 Editor -->
<!-- StarbaseModuleDefs.xml -->
<!-- Module -->
 
 <StarbaseModule>
 <InternalName>FoodTestingModule</InternalName>
 <DisplayName>Give Me Food</DisplayName>
 <Description>Give Me Food</Description>
 <Icon>GC3_Production_Spending_Stat_Icon.png</Icon>
 <SpecializationType>Economic</SpecializationType>
 <RequiredTarget>Colony</RequiredTarget>
 
 <!-- Stats -->
 
 <Stats>
 <EffectType>ModuleConstructionPoints</EffectType>
 <Scope>Queue</Scope>
 <Target>
 <TargetType>StarbaseModule</TargetType>
 </Target>
 <BonusType>Flat</BonusType>
 <Value>1</Value>
 </Stats>
 
 <Stats>
 <EffectType>Food</EffectType>
 <Scope>AreaEffect</Scope>
 <Target>
 <TargetType>Colony</TargetType>
 </Target>
 <BonusType>Flat</BonusType>
 <Value>2</Value>
 </Stats>
 
 <Prerequ>
 <Techs>
 <Option>ColonizationTech</Option>
 </Techs>
 <StarbaseModule>EconomicRingModule</StarbaseModule>
 </Prerequ>
 
 </StarbaseModule>
 <StarbaseModule>
 <InternalName>GrowthTestingModule</InternalName>
 <DisplayName>Give Me Growth</DisplayName>
 <Description>Give Me Growth</Description>
 <Icon>GC3_Production_Spending_Stat_Icon.png</Icon>
 <SpecializationType>Economic</SpecializationType>
 <RequiredTarget>Colony</RequiredTarget>
 
 <!-- Stats -->
 
 <Stats>
 <EffectType>ModuleConstructionPoints</EffectType>
 <Scope>Queue</Scope>
 <Target>
 <TargetType>StarbaseModule</TargetType>
 </Target>
 <BonusType>Flat</BonusType>
 <Value>1</Value>
 </Stats>
 
 <Stats>
 <EffectType>Growth</EffectType>
 <Scope>AreaEffect</Scope>
 <Target>
 <TargetType>Colony</TargetType>
 </Target>
 <BonusType>Multiplier</BonusType>
 <Value>1</Value>
 </Stats>
 
 <Prerequ>
 <Techs>
 <Option>ColonizationTech</Option>
 </Techs>
 <StarbaseModule>EconomicRingModule</StarbaseModule>
 </Prerequ>
 
 </StarbaseModule>
</StarbaseModuleList>
================================
Gives:

and

And, yes, it applies to all planets within the area of effect of the starbase.
Naturally if you/someone wanted to use this in a game, they'd need to figure out the appropriate techs for prerequisites, the appropriate values for growth and food, the number of modules you'd want in a chain (and their values/prerequisites), and various other things like icons, names/descriptions and the like.  
Still, yes, this shows it is possible.  Should be possible to add a flat amount to the growth rate instead of a percentage as well. 