froggiest1982 might have the right idea here. Some income and expenses are not added up during the production cycle, but instead happen at more or less random times throughout the cycle. Taxes on civilian trade and payments to civilians for moving installations, for example.
Here's some more data, collected day by day rather than increment by increment:
February 22: 24,844 (-83)
February 23: 24,854 (-73)
February 24: 24,864 (-63)
February 25: 24,884 (-43)
February 26: 24,909 (-18)
February 27: 24,826 (-83)
February 28: 24,861 (-48)
March 1: 24,881 (-28)
March 2: 24,881 (-28)
March 3: 24,906 (-3)
March 4: 24,854 (-83)
In this case, you can see that each day some income comes in, and the number in parens was updated to match. At the end of the production cycle, the new number in parens is calculated, but the income that came in during the cycle is counted as if it was from the previous cycle: 24,861 - 24,909 = -83, sure enough. On the other hand, even that's not perfect; 24,906 - 24,854 ? -83. Perhaps some income came in _during_ that day and therefore doesn't show up in these samples.
Whatever the game is doing, it's not just doing this the obvious way. If it just saved what the wealth was at the time of the last production cycle, it could do a single subtraction and give the right number. Instead it uses the current wealth, which might have been updated at any time during the production cycle, and ends up giving a number that the user can't use to make decisions.
If you really wanted to do this right, you'd save wealth after the dozen most recent production cycles, and then render a sparkline or similar graph in the title bar instead of the single number.