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I'll make some chances to minimize it being spammed too much.
I'll add it back to the list.
In general, I feel like stationary defensive summons really shouldn't cost upkeep, provided that you aren't able to keep summoning them in the same place until you have a doom-turtle.
Of course, all the defensive options are ultimately available in Populum, where you could feasibly wind up having Levies and Trebuchets and an Inn and Trained Guards and Tribune-spawned Militia and Limitanei and a Statue of the Emperor, all guarding a city whose walls feature with several deadly enchantments. Probably a waste of resources at that point, but it's kind of fun building up like that.
EDIT: As a further suggestion regarding defensive units, Vassals and their attending forces will need a rework. In vanilla COE 5, Vassals offer a slight economic boost, at the cost of transferring some of your freespawn forces to become a stupid army defending the area around their home Motte and Bailey. In Populum as it stands, both the Vassal Knight and their supporting forces (Spearmen, Archers, and Knights) cost upkeep, which makes what was a slightly good deal become an extremely bad deal. I'm not sure how moddable this is, since Vassal spawns get the same units that the Baron normally gets through the same process (which would prevent eliminating their maintenance costs unless you remove those costs from all the Monarchy's freespawn). The easiest patch I can think of would be to remove the maintenance cost for Vassal Knights and increase their gold bonus; that would help offset the costs of their retainers. Even so, they'll be a much more situational unit than they were before.
Alternatively, since Inns on Farms produce Farmers directly, maybe rework Persons so that they all can move and have a "Look for Work" ability, and what job they take depends on where they're looking?
They might promote to Farmers in farms or Peddlars in trade locations; new possibilities might include Miners in mines (immobile non-commanders with limited +Iron), Clerks in larger settlements (immobile non-commanders with upkeep but a slightly larger limited +Gold), Novices in temples (who have a slow unreliable ritual that promotes them to a religious class... or just a Temple Guard), Scholars in libraries (who have a slow unreliable ritual that promotes them to Hedge Wizards... or maybe a low-tier non-commander mage), or maybe they just become a Scout if the ritual is cast where nothing else seems to apply. As necessary for balance, looking for work might just fail, or soft-fail by causing them to become low-tier non-commander military units like Militia or Trained Guards, or maybe even a few actively unhelpful possibilities like Thieves (immobile units who cost upkeep and need to be hunted down by appropriate agents of justice, or just paid an exorbitant bribe to go be Assassins instead).