Well, the best way IMO would be to use a shader that increases the detail the closer you get to the planet. Using a diffuse texture, a detail map and a bumpmap. So, the further away from the planet, the lower the detail of the textures used on the sphere.
The sphere would always have the same polygon count, but the shader would increase the detail on the sphere by checking the distance away from it, and applying lower/higher detailed textures, depending on the distance.
I dont know if there are any shaders on the forums here, though. Maybe Green Gandalf knows more about this.
Cheers