This is trivial to achieve using anormal based effects like Fresnel type effect.
You can use it both for the color gradient, and the shader transition from glossy to emission shader.
A layer Weight Node should give you both the Facing socket for the colors and a Fresnel socket for the shaders.
Drive it through a Color Ramp node to control the color progression gradient, and link the Fresnel socket to a Shader Mix node for shader mixing, between say an Emission node and Glossy, or Emission and transparent if you will.