I've found a few halfway decent ways of texturing flat land.
First off, make sure you have a set of textures for the area you wish to texturize that blend together fairly well. This is also something that can be done in many ways, but let's postulate that you have the set you need.
What i then do is select areas of land and use a 'filler' texture that covers everything in that area. Call it the basic texture for that area, or a primer or whatever. Just be certain it covers all the are.
Then i often select the same area, use a different texture and RGB value and start making random selections of pixels. You can do this by generating noise and using either the noise as the texture spread you wish to use, or use the difference or whatever. The noise generation can be very dense or very sparse. That is up to you.
You can also generate 'blots' of random RGB areas by using a 'blots' filter :
http://www.grafnet.com.pl/photoshop-filters-description.php?kolekcja=filtry/Mehdi&filtr=Blots_2.jpgThis you can alter to your hearts wish by adding more random noise and so on.
If you use one filler texture and then 1 or 2 random placed textures on the same area, then you can usually get a decently spread set of textures that don't seem computer generated.
__________
Another good trick to assigning cultivated fields textures is to choose the river system, expand the selection by whatever number of pixels you wish (3, 4 or 5 is a good number). Create a new layer with that selection, fill it with an RGB value for your texture and then once again generate noise, or blots or go through the selection with a very sparsely set eraser brush and go for a set of pixels that are random, but still follow the contours of the rivers - which is usually a good bet since crops need water ...
__________
I also often use the map_h to select specific areas with a magic lasso tool. Set the tolerance fairly low - 0, 1, 2) and then start to select areas that you think are either valleys or else mountain tops, this depending what sort of textures you wish to place. You can usually get a good feel for the terrain features by looking carefully at the gray values on map_h ... this way you can select river valleys even though they steadily climb in height as they go upriver ...
_________
There is also a 'select height' too in one of the utility packs, that generates height maps in white on black, depending upon which low/high values you give in meters. For instance you can generate endless maps with height values of say between 5 and 10meters, or 25 and 75 meters, or 101-133 meters etc etc ...
These are then a good base to choose areas to texturize. You needn't use all the height areas generated such, maybe just a selection will be useful along with a selection from another set of height parameters ...