Approximately 16-17 thousand (yes, thousand) polygons.
However, there's two factors here.
First, I have yet to do much poly reduction on some parts, as well as removal of hidden faces. So this is set to drop first...
Second, the wagon WILL have LOD meshes. Much of the fine detail will go within 1 or 2 LOD's, with a 3rd (and likely a 4th) LOD to reduce the rest of the detail.
However, it's likely that there will be more detail added once the model is textured. I intend on putting 3D rivets onto the body at the highest LOD level(s). I'll be attempting to at least halve the poly count on each LOD. If I can safely (without too much visual 'popping') remove more, I most certainly will...
As always, if you want detail, you need to make sure you make the model efficient in other areas (such as textures and LOD - this model will hopefully use just 2/4 'textures' - the diffuse map, the 'env' map (alpha channel), the normals map, and the specular map (alpha channel)).
Zec
Edit: In regards to beta testing, I'm yet to finalize what will happen here. I do have a few people in mind to test them, however I'm not 100% sure yet... Also, for those who think the model looks a bit cluttered... Well, it is. Another part that will 'adjust' the poly count is that there are a few 'duplicate' details. For example, you could never have both the shunters step (and it's appropriate handrails) and buffers. Hence a version with buffers loses these. Some version had different positions of lashing rings, etc, etc. I've basically build the whole basic set into one model. My plan is to place the whole lot into 1 texture map, texture the whole lot in 1 go. Then, once done, I can split the models, bake the shadows, and then 'finely' detail each version (e.g. some had extra plates welded on, plus different lettering styles, that sort of thing).