Depends on how close one means, I'd think.
Space Empires IV, for instance, is another space-conquest game, but it differs in a number of important areas. Some include --
Instead of sectors, we have systems featuring zero to three stars, and up to... something like 16 planets or sizeable asteroids. Movement within a system is unconstrained; movement between must be done via warp points. These warp points provide natural choke-points until people gain the rather-expensive warp-point opening technology.
There's no global BC. Instead, there are three resources -- minerals, organics, and radioactives. Planets produce varying amounts of these, and building ships requires some amounts of these depending on what components you choose (yes, there's ship design).
Facilities aren't handled like Civ, in which you can build one of each of a variety of types; instead, planets have a capacity based on their size, and you can fill it up with whatever buildings you know how to build. Got a mineral-rich planet? Fill it up with mining facilities, for instance.
Planets have different types (ice, gas giant, rock) and different atmosphere types. Your race is native to ONE atmosphere type -- anything else will require a dome and cut your maximum population and facility count by 80% -- and you only start with the tech to colonize one of the types of planets, although you can learn the others. You can settle other atmospheres with captured population from other races if you've got some, and you can convert their atmospheres eventually.
Ships don't have range numbers; they have supplies. Ships can be equipped with solar-powered generators to add range.
Fleets fight as fleets. Individual ships fight, but die unless they seriously outclass enemy fleets.
It's pretty good. It does have its weaknesses, however. The espionage model, for instance, isn't that impressive. There were pathing glitches which caused ships to waste movement points needlessly. The AI has no clue about how to handle galaxies that start with NO warp points. Micromanaging a large empire gets very tedious, because optimal play will have you /replacing/ facilities over time, and there's no way to queue a "replace" command; you need to scrap that Mineral Production Facility III and manually queue up a Monolith Production Facility III, for instance; nor can you say "build an atmosphere converter iii on every world which could use one", etc -- you need to do this yourself. Aigh.