I see. That's a lot clearer!
For the customized income, you can use integer arrays for each player. For example:
Every 1.00 of game time
Pick every player in (All Players) and do (Add Income[Player Number of (Picked Player)] to (Picked Player)'s current gold
And you can set this variable by having it increase and decrease when a player loses a control point. Something like this (assuming control point 1's control is dictated by a unit in its center, and gives out 15 gold of income):
(CPUnit[1]) is killed
Set (FlagDeathPos) = Position of (Triggering Unit)
Create 1 unit of unit-type (Control Point Flag) at (FlagDeathPos) for (Owner of Killing Unit) facing Default building facing
Set (CPUnit[1]) = Last Created Unit
Custom script: call RemoveLocation(udg_FlagDeathPos)
Set Income[Player Number of (Owner of (Killing Unit))] = Income[Player Number of (Owner of Killing Unit))] + 15
Set Income[Player Number of (Owner of (Triggering Unit))] = Income[Player Number of (Owner of Triggering Unit))] - 15
You can try having other ways of passing ownership of control points, like using regions and whatnot, as I'm not sure exactly what you're trying to accomplish, but I hope you get the gist of it.