The only thing I can imagine that happened there was that you built the wrong building, archers do not, to my knowledge, appear in the Fighter's Guild, while Rangers and Bowmen DO appear in the Hunter's Lounge.
As an additional hint, rangers are excellent scouts.
I realise building may be a bit odd, but I never got to fixing it; the reason you find that peons go missing is that other things occupy the same tile and arrived on it later, such as the buildings they build.
You can select the next entity on a single tile by using n, allowing you to access other things occupying a tile. Secretly, buildings can also build their first unit on the same turn as they themselves are built.
As far as I know, any kind of tree will generate money.
There are some missing limitations I should have added on planters and when they can generate forests, but the general idea is that they help you by planting trees.
Another interesting tidbit is that you're not actually generating good on a tile, this is dependent on your reputation. Evil players lower the good on a tile. While this is, of course, awesome; you are in every way severely punished when playing as evil. You kill your only source of income quickly, and without mercy. There is only one reward for being evil. You need to be very evil to find this reward.
Similarly, as elves are good, they'll actually be generating good rather than evil in their surroundings.
If this isn't enough, there's also the possibility of modifying most object interactions in the resource files. Flower picking should be an easy task to add as a monetary source. There's also the possibility to add more entities, like skeletons, wolves and gnomes, should you feel inclined.