I don't think Blender has any fixed limit on the size of textures you can use. I've used it to do similar visualizations of 1500 km2 regions with ridiculously large 65k textures derived from satellite photos. You may not have enough RAM on your graphics card to use textures this large in the view port but you should still be able to render them. That being said, depending on your hardware, and how complex your model is splitting it up is often the best option.
One side note about texture sizes. For various performance reasons, you should generally stick to square power of 2 image sizes, e.g. 4096x4096, 8192x8192, 16324x16324, 32648x32648. Using power of 2 images also makes it easy to swap in a low resolution texture that is 1/4 or 1/8th the area of the full texture while you are setting up you lights and camera path.