Try '1', so it's just visible. Use the strength levels for brightness.
I suppose you could set a new cloud layer to the planet, level it at 0m above the surface - depth and density=1, and use the fake stones shader, inverted, as it's density function, un-check 'enable primary' in the cloud layer to fake the shadow/ray casting. A cheap and quick way to fake it, cloud shadows still cast without using a ray-traced atmosphere.