Yes, at least sort of - Blender sees all the buildings as one collective object/mesh, which means that a UV texture would have to be *gigantic* to cover all the sides of all the structures of the buildings, however Blender also uses a material system for rendering that can procedurally repeat a (simple) texture across all the surfaces of all those buildings.
This next screenshot shows a tweaked creation of the advanced, high-detail settings of the wizard, with two material textures, one for the surfaces with vertical sides (roofs, ledges, etc.) and a second for the horizontal-facing surfaces (walls).
I think this second example would be better for more close-up video clip renderings - does it look any better?
Edit: added another shot, closer-up.