Depends on the skills of your nanny.
Every child removes one point per pool each day. Surplus points get added to the pool.
Following screenshot shows maximum points one nanny can have right now.
View attachment 4592097
So its 2 children per nanny with max. skills if you want each pool to increase for at least 1 point cause of discipline and free thinking being capped at 3 points.
Luckily its not that hard to train the perfect nanny.
Combat School +5 = Ranged/Melee: one 90+ about 30 for the other
Phys. Traing +5 = Str/Dex: one 90+ about 30 for the other
Discipline +3 = Discipline: 60+
Free Thinkling +3 = Willpower: 60+
Mental Training +5 = Int: 90+
Education +5 = Academic/Admin/Medicine/Science: one 90, rest about 30
Corruption = 0-14 for -1, 15-59 for 0
Adventure +5 = Survival: 90+
With Int/Survival needing an Educator for training. So best start with a NPC that already has one at 90.
Traits don't seem to matter.
BUT your nannies don't have to be "perfect". In the beginning you need to make sure the accumulated points of your nannies are greater then the amount of children in the nursery to build up your pools. In your example with 4 children you need nannies that generate at least 5 points for each pool so your pools raise by 1 point each day. Once the pools reach their max. its enough to have nannies with skills that match the amount of children.
In my case I trained 2 "perfect" nannies so i can keep up to 6 children at once without the need to micromanage.
Thanks for your post, have been useful. But I´m sure that there are "something" extra.
So I decide to play the Nanny Card hard. And I put as Nannies the 4 Mothers (Clea, Aria, Caitlin and Nicole) Plus Aunts
Juno, Michelle, Sophia, Laika, Tori, Mae, Talika and Kate. 12 nannies in total. And the results are interesting...
Total score in the field:
Combat: +17
Physical: +27
Discipline: +27
Free thinking: +30
Mental +18
Education +17
Corruption -6
Adventures +16
And press a couple of times the "end day", to see what happen.
Combat +16/+27/38/53/68 and here 3 days in "rapid fire"///94/97
Physical: +13/+31/+45/69/85///97/96
Discipline: +11/+25/+45/65/82///97/96
Free thinking: +10/+26/+41/60/75///98/98
Mental +8/+16/+27/38/49///76/87
Education +6/+13/27/37/48///69/79
Corruption -0/0/0/0/0/0/0/0
Adventures +0/+8/+10/17/+14///+34/32
And we can draw some conclusions from this little experiment.
1.- There are no need to train the perfect nanny. The
"nanny mob" tactic works really fine. Most of the girls have no tittle assigned at all, and the only two that are somewhat sensible in my case are Caithlin (Nurse) and Clea (quartermaster) But with Truls and Cassius I have a very decent backup for this two titles.
2.-It´s obvious that you have a cap at 100 points and you have something like an "rebound effect" when you reach it.
3.- There are a factor on randomness or something that we are not taking into account. You can expect in combat a steady progression of +13. 17 of score, minus 4 per day for the 4 kids, that´s should be +13 per day, isnt it?. Well, no.
First day we have a +13 (our starting point was +3), second and third day +11, 4th and 5th day +15. Could be that there are also a "cap-and-rebound" effect of how many points you can store?
Physical we have +27 so we can expect a steady +23 progression and we get+13+17+14+24(*) +16 in the first 5 days. (*)weird, more that the theoretical maximum, may be a mistake on my side while taking notes
Discipline, with the same value that physical, we get +11+14+20+20+17.
Free thinking, with a +30 value we can expect a +26 progression and we have +10+15+15+19+15,
Mental, Value of 18 we can expect a +14. We get +8+8+11+11+11.
Education, value of 17. We can expect a + 13, we get a +6+7+14+10+11
And the weirdest of all, adventure. We get a +16, we should expect a progression of +12 and we get +0+8+2+7-3) The minus its something that happened again in the last day of the run, when we get a -2.
4.-Your statement that
"you need to be an educator to get points in Mental or Adventure" is wrong or, at least, inexact. Of all the nannies only Caithlin was an educator, with mental +3 and adventure +0, and we get a decent amount of mental and adventure points. Not being an educator, however, should have some negative influence. We get a +18 in mental and a 16 in adventure, and we have a +17 in Combat. But at the end of the 5 days run we get a Combat of 68 and a Mental of only 49, and an Adventure of +14. And the results of Education at +17 are very similar to the results of mental. Could be that, in this three fields, you need to pass some check to add your value to the pool? That could justify the weird minuses that we get at Adventure?