The upper limits for modern computers for objects in a layout is anywhere between 5000 to 10000 depending on hardware with limited to moderate movement.
Less, and a wider range for mobile of course.
There are a few optimizations like Render Cells, and mixed objects(part tilemap, part sprites, part tiled background ect.)
I have just run a test and I was able to put 10K objects (not in the same screen of course) and it worked just fine (web). Mobile isn't a very big concern right now. But if worse comes to worst, I can always separate those into like 4 levels or something.
I didn't know about Render Cells. Just read about them, super useful. Thank you very much.
I would suggest making a simple level editor. Just a separate capx where you can click on a tile to change its type and enter specific info about this tile into a few text boxes. Save this info in an array, and then export Array.AsJSON and Tilemap.TilesJSON.
I thought of this at one point but then felt the hassle is going to defeat the purpose of making this prototype/demo in Construct 2 (quick easy, couple of days work). Unless level editors in Construct 2 are a quick 1-2 hours thing.
Another option is similar to newt's suggestion - put sprites on your tilemap, but you probably don't need to cover the entire map, only the tiles which have any valuable resources. And this sprite may be a single invisible square.
Thanks for the suggestion between yours and Newt's I think I'll choose this actually. Have a layer with a Tilemap and then another layer on top of it some squares that On Click or something do some stuff.
If I want to change the tilemap's tile, I can just simply do that still (since it is a tilemap and don't have to detect what object I am on) using the tilemap.At or I can be lazy and spawn a sprite right on top of that part of the tilemap to render on top as if it replaced it :D
Thank you both very much!