I’ve been thinking about other ways to remove (or at least extend) the cap on the amount of objects the GUI can display.
I’ve come up with two possibilities:
Option 1) Include a debug-screen which allows the player to hide and display GUI objects with check-boxes.
This would completely removes the cap on object numbers, and be (relatively) easy to implement from a coding point of view. On the other hand, it would also be very hacky and not very user-friendly.
Option 2) Add four buttons at the top of the GUI which let the player display a) only policies, b) only simulation objects, c) only situations or d) everything.
In each of the three exclusive view modes (policy only, situation only or simulation only) if the player hovers the cursor over an object to see its influences, then anything influencing or influenced by it would move onto the screen until the player stopped hovering the cursor. The buttons could also have numbers on them, displaying the number of objects in that view mode (so the player could tell how many situations there were, for example, without changing screens).
I wonder, however, if this might break the game by making things too complicated. It would certainly need a bit of play-testing. What do people think?