It was obviously streamlined to fit into a RTS framework, especially for MP (there wont be pausing every 10 seconds for one person to start deciding what to do)
The tech tree and building options are nothing like moo2, but are significantly better than most previous RTS 4xgames(o.r.b, hegemonia and a few others).
heres some clear differences between moo2 and sins
-moo2 is turn based, sins real time.
-moo2 has hundreds of things to research (although most will not be researched in many games, especially if you don't have the special racial trait

).
-moo2 has ship customization (many more types of ships can be designed, although many fulfil the same purpose).
-moo2 has much more in-depth planet developement(e.g. upgrading from factory I to factory II and assingning more pop from industry to farming).
-moo2 has governors/leaders (sins might have this later on).
-moo2 has actual planet invasions.
-sins has cultural influence in a way that does not appear in moo2.
Heres some actual numbers from sins (it might increase with some content we dont have access to yet):
structures and planetary developement:
~24 types of orbital structures can be built around planets per faction (some are shared across factions like ore mines, others are unique to factions).
~7 types of upgrades to planets (e.g. increasing pop, or amount of orbital sturctures or exploring the planet to find special things).
ships:
~15 types of ships per faction (some share common functionality across factions, e.g. colonizers).
Research:
Research wise its hard to give an exact number, cause some of it is just upgrades of former things (which appears in most games including moo2), or increasing the amount of capital ships allowed to be built. Including everything its upwards of 90 different things per faction (some of these have multiple upgrades within themselves).