Well, there are the AGI specs, and the help file built into AGIStudio also lets you know a lot, but basically, think in terms of 8-bit. That is to say, every resource, flag, and variable ranges from 0-255. So, there are 256 logics, pics, views, flags, vars, and so on. Note that you can only have 255 messages per logic, though. I don't know the limit on words in the words.tok file, but VG is vocabulary robust, and I haven't hit the limit, yet.
One suggestion is that if apartments or campus buildings tend to look the same, you can use one pic with views like room numbers or floor numbers add.to.pic 'ed on them. Also, if the interaction in a group of these rooms is limited, you can use Sonneveld's Pinkunz maze test as a model for using a couple logics to handle up to 256 separate rooms.
One consideration that is often brought up, however, is that your game world doesn't have to include every possible room. For instance, if a room has nothing in it your character will interact with in the story, don't include it. Simply provide a logical jump from, say, your character's dorm and floor to the main lobby of his dormitory. Have the player get in the elevator and just send him to the lobby. Does the player decide to use the stairs to investigate any possible room, sorry, "Stairs are for emergency use only." That way, you'll provide all the necessary rooms without the player having to walk through a wasteland of pointless, empty locations. Plus, this saves the headache of having to draw a bunch of extraneous pics.