I like the sound of this. Many, many hours have been sunk into texturing. The toughest part for me is visualising what the final product will look like - often the ingame result is somewhat different to what you see in the toolset which causes be to run back and forth swapping them around.
Thanks, will definitely be having a play with this.
I'd definitely encourage you to play with it, taking one map and swapping the textures to radically different once, turning all the grass textures to snow textures for example. That should give you an idea of how much you can change the look of an area just with texture choices, without having to repaint all the textures. Try some "mixed" terrain textures, (snow and grass and desert for instance), I found that good for getting an idea of what the base texture and the primary/secondary highlight textures are. The preblended maps are naturally going to have a base, primary and secondary texture highlights as a result of you being human and not mixing things perfectly equally. You don't want it perfectly even anyway, as the natural unevenness of your effort will look more natural. Once you're comfortable with that then you can start swapping in different textures of the same type (three grass textures for instance) and you'll get a feed for the kind of look you want to have as the base for your area.
Another trick that got used in the official game but I'm not sure I've seen mentioned is to use the color tool to color around the base of buildings. You can see this in the OC, it's very evident at your stronghold if you turn off showing of placeables in the toolset. I do this around my buildings with the 0/6 brush I mentioned previously. I think it gives the buildings a more "organic" placement onto the map, the buildings look better integrated with the map terrain, they have a sense of having been there for some time rather than kind of "floating" in the terrain (like characters feet with the terrain, where games have trouble giving a sense of contact between the two). It's one of those "feel" things that's kind of hard to put in words.
You can also do this object outlining with textures if you have textures available. For instance I put some dirt texture around a campfire in a snowy area for instance, to show that the heat from the campfire has melted the snow around it.