Bay 12 members moderating themselves and being polite to each other is why the ban list isn't dozens of times longer. Calling for someone to reconsider the way they present their argument is hardly moderating, but if it makes you feel better to call it that by all means go ahead.
I had already gone over that stuff with FantasticDorf; but since you do not seem to be spoiling for a fight afterall, I think we should end the discussion about this topic at this point.
On further reflection of mechanisms for dealing with 'minions', or otherwise transient groups like mercenaries, maybe what is needed is a disbanding mechanism of some sort. Something that causes a group to cease to exist like in world gen or disbanding a military squad (there may be something similar in adventure mode for groups but I'm not up on all the changes to adventure mode in the last two releases.) An additional check could be performed for 'summoned' or otherwise temporary units that removes them from play; or not, could make for interesting emergent behavior if summoned beings have a chance to persist after dissolution of their group or death of their summoner.
I'm not sure what to do about the zombie apocalypse problem though. First there probably need to be some better limits on what counts as being possible to re-animate, as currently it gets rather silly with all the bits and pieces being usable. Maybe it would be better if eventually they decayed normally?
I think we need a disbanding mechanism for squads in general, it fits rather under the whole range of interface improvements though, of which the game would benefit from the introduction of a great number.
Summons in squads however should be mass-unsummoned using a different but similar mechanism to disbandment. The reason is that the player may wish to disband an existing squad but then transfer the summons into another squad or form a new squad.
Construction of zombies is also a very good note besides the possible lack of limitations of summoning them, if its not just magic holding together a bag of bones like a meaty puppet which really tied into my own ideas of magical disbandment where summoners effectively cut ties causing the effect to dissipate, or something structurally sound that can't be turned off once its been let loose.
Unlike regular summons, undead have the extra element that they are inherently limited by the available supply of corpses. The problem as already noted is that zombies unlike regular summons are able to produce more of the 'material' and the more zombies you have to more effectively you are able to do this. This leads to the zombie apocalypse problem already noted, a necromancer can summon a few zombies, kill a load of people, turn them into zombies, kill even more zombies, make even more zombies and so on, until he is the invincible supreme dictator over everyone. Unlike with unlimited summons however there is no problem with the zombie apocalypse inherently, it makes for a cool fantasy story and used quite often by fantasy authors as a plot.
The problem is the AI does not inherently know about the zombie apocalypse. The AI has to know that when some necromancer in some gods-forsaken backwater goes on the rampage, a sufficiently large part of the wider world has to be able to unite to form an army sufficiently large to crush said necromancer even though he is presently rather little and irrelevant. This in turn leads the problem of making this mechanism not so effective that it ensures that zombie apocalypse can never succeed, hence there is never any reason for the player to take any notice of the thread nor have to do anything to save the world.
The main issue with undead in general is how are they 'powered'. Does the necromancer 'feed' the undead constantly with some kind of magical energy, if that is the case it essentially follows that there is a limit to the number of undead any given necromancer can control based either on his magical power or the resources available, which helps to reign in the zombie apocalypse in itself. Do they 'feed' on some kind of ambient magical energy latent to the environment, if that is the case then undead work out rather like living creatures, a given area can only support a given number of undead which puts them potentially on a more even footing with the living. Do the undead rather feed on themselves, so fatter people make better zombies
, this effectively ensures that undead have a time limit although given that the zombie only ever has to use energy to move to carry out it's masters instruction and does not need to run any of the internal processes it would probably be a while before they ran out of power, so the zombie apocalypse is very much on.
The other issue is how are they preserved against decay and how effective this is. Unless some magic or science is used to keep the corpses from rotting away, undead are pretty much just a type of summon that will be used in a supporting role to living troops or other summons in order to say win a particular battle. Other that in permanently sub-zero environments and completely desiccated environments; in both cases environments in which nobody will even live anyway undead are not a viable society at all on this model. This connected to the energy problem as well, it is quite likely the preservation process would require energy as well, which would mean that it becomes more expensive for an undead to exist in say a tropical rainforest than it it an artic area or a desert, according to the above mentioned models. Additionally there are scientific means of preservation that necromancers could employ to reduce the amount of magic needed to keep their undead from rotting away, things like mummification.