There are some faulty assumptions in this thread...
First, what is the model for? If it's to be viewed up close, this poly count is extremely low. It could be much larger...depending on how many houses are to be seen at once, and associated level detail. There is no set number of "acceptable" polygons for a house.
In a modern game you want to use as many polygons as you need to get a good look, it could 2000 or 10000. Also, use LOD of course.. that way polycount is almost irrelevant. LOD is a big saver so you can essentially make your first LOD level have as much detail as you want, within reason.
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This is too much,u can reduce the Polycount with a Texture/Normal Map/Shader
Sure, if your card has no vertex processor and great pixel processor (no such thing). I mean that on modern GPUS there is not much difference rendering a 2000 poly mesh and 5000 poly mesh (unless you are rendering 100s of them at once time). Normal mapping isnt free, and can be more expensive than a few thousand extra polys. Also, you cant add many kinds of details with normal mapping, only bumps, and surfaces, nothis that sticks out etc, which is important for architecture.
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if this house isn't main building in your game 2000+ polys is to much
No offense but this is mostly nonsensical. What game has one "main building"? Everything is important that is seen close up. 5000 polygons is essentially nothing for a large visible model that is not animated.
Dont make assumptions based on ancient hardware and quake 2 mods.. A6, and the hardware needed to run it, is a lot more advanced than that.