I agree with Stan and Lion, that the main building itself needs more features and details to make it as engaging as the decorum around it. Windows and doors are pretty big features to be missing.
The akroterion and pediment symbols are very nice, though with such rich details there, it makes other areas of your model fall a bit flat. I'm sure there's a better texture for that awning in those texture files I posted earlier. You may need to split the geometry and tile them to keep those textures from stretching, but we can afford it poly-wise. If you would like to keep detailing, I'd say a good polygon estimate should be around 10,000 triangles overall.
Another very big thing that I forgot to mention: building geometry MUST extend below ground level for adaptability to uneven terrain. Many of our contributors have done this craftily, using hidden subterranean staircases that become exposed when the model is built on uneven terrain, and other similar tricks you can see if you look in the Atlas Scenario editor yourself.
And I see you saw the construction thread! Very well done, I think if you extend it below the ground plane a good amount, this model will be near perfect.
One more thing, you need to read and 'sign' this waiver if we're going to be allowed to use this and future contributions of yours.