Considered putting my recent thread here, but decided those were too complex and the post was large anyway.
� Barbed wire: A building that slows down movement.
� Weaponbuyer: A story event where a trader offers to buy all of your weapons for a high price.
� Potatoeater: A muffalo gets a taste for human crops and starts eating them exclusively.
Please make these happen.

� Assassin: A raid from one super-powerful raider.
I had a similar idea earlier, while fighting a pirate band.
It was about 12 guys, but between my bunkers and turrets that got their asses handed to them. How about a special little wave that sends a few snipers instead of several lesser-armed guys. They don't need to be exceptionally powerful, just 3-6 guys with long-ranged weaponry that will let them out-range turrets, forcing the player to respond or take heavy damage.
Seems like a cheap idea to me, and the player needs more incentive to not just rely on kill-zones.
Non-cheap aspects because I can't help it.
If the pirate faction maybe sent this type of a wave specifically because they got slaughtered due to being funneled into turret fire, that'd be great. If they could be sent down with spotters, guys with pistols and SMGs who act as guards for the snipers who specifically make sure to stay out of the colony's range, that would make it a little deeper, but would required extra AI functions.
Fencing, probably metal. Just to keep animals in or out of specific areas. Feature could be expanded with gates that can be left open or closed via colonist interaction and allowing the player to electrify the fencing by attaching it to a solar panel/geothermal plant.
I was thinking of like a chainlink fence, but a simple farm wire/post fence may be more thematic, ranch-like, you know? In the case of a chainlink fence, perhaps humans (colonists, raiders) could climb over it slowly. Allows it to 'defeat' animals, but raiders will just knock it down or go over it.