I don't have any options in the visit events yet, those are coming semi-soon. They are planned, just haven't built the engine to handle them yet (and I want some special things in to support them and make them interesting).
Money is calculated off of population. It's really simple right now. 5*population = income. Population follows reputation (specifically the population change is a Gaussian deviate with a mean determined by linearly interpolating between certain fixed reputation-to-population points, with a standard deviation proportional to current population). As your rep goes up, your population will follow, but it can only change so much, and it tends to lag behind some reputation gains. Right now I'm wanting to tweak it a little, because cash grows so slowly at low levels of rep, then it just goes totally nuts when your population gets to a certain level. Too nonlinear really. Just gotta tweak a few points in a table, but it's tedious work.
I'm worried about the stat window doing that. It's probably hiding underneath your main window. C# isn't exactly standard in how it handles my placement code. Some machines handle it great, some crap it up badly. In either the next major version, or the one after that, I'm planning a completely different second GUI. Classic mode for people who want Pooolka's layout, and a new mode that is basically a huge rip of SlaveMaker's GUI. Both work, choose your favorite. Won't be soon, but it would fix a lot of weird little issues that pop up on certain systems.