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Upgrading a room from level 1 to level 2 increases the strength of incidents by at least 5x, and upgrading a room from level 2 to level 3 increases the danger by at least 5x THAT, for more than 25x total. For an example of how small the production increase is, a fully upgraded Power Plant will only produce 50% more electricity than a level 1 power plant.
Again, increasing the SIZE of rooms by expanding / merging is safe, as the threat level will increase linearly to match the increased maximum occupancy instead of raising the danger exponentially.
Exceptions to the "No Upgrades" rule:
- Non-production rooms, such as living quarters, storage rooms, and the Overseer's Office (since they're typically unmanned, you won't have to worry about dwellers getting killed if a disaster happens in one, and you can wait for said disaster to end on its own)
- Med bays and Science labs actually receive a solid x2 bonus to healing item production when upgraded to level 2. (I definitely would NOT recommend upgrading them to level 3 though, since the bonus is only x3, or 50% more than the level 2 room)
- Upgrading crafting rooms is necessary to craft higher tiers of equipment.
- If you're a masochist (or sadist?) who wants to watch as a squad of dwellers equipped with power armor and plasma rifles gets torn apart by freaking mole-rats, go ahead and upgrade rooms all you want xD
Exceptions to the "Bigger is Better" rule:
Medium sized medbays and science labs will produce 3 stimpacs / radaways per cycle, however large sized ones will only produce 4,
Note that the base production for a small med/science room is 1 per cycle, so to maximize efficiency it's best to have keep your medbays and science labs medium-sized.