I wouldn't do this, since the statue is to be something like 10 times the screen space as a unit.
@Stan` is correct here. Just 1 fully-propped animated cavalry unit can be 3000 tris. So, a stationary, non-boned mesh like this, which will take up the same screen space of 7 or 8 such cavalry units, doesn't need to be super low-poly. It's nice to reduce as many tris as possible, but it's a smaller concern than with an animated object such as a unit.
I can see that the cloth hanging from his left arm can be reduced in complexity, much of the folding can be created with the normal map and subtle baked shadows in the diffuse map. I like that you removed the tree stump. I agree, it was probably added for the marble copy to support his right arm. This statue in-game will be "original" which is bronze.
For the base it stands on, we can use the one here: