You can't do anything about the civilian spawn placement: the nodes used by civilians are the same as the terrorist units, unless you get rid of the 2 terrorist ranks. And changing the score per civilian won't affect the difficulty of the mission, only XCom score on Geoscape.
I'm looking over the routes in MAPVIEW and yes, I see how that is.
However these things work, if we can understand them and their limits and what they can do or not , there can be some interesting things done.
Tank crews, but if they are going to be hostile upon the tank getting destroyed, then it is not desirable in that instance, but if it happens to an alien tank where the crew would expected to be hostile then spawnUnit: could be used, for example. I have to check to see if they are dropping corpses because this I do not recall happening in my experiments with the civilians.
At this time in experimenting,
--with increased numbers of civilians,
-- or just only increasing hitpoints to the 16 original so they last longer (takes longer for aliens to kill'em but also takes longer to stun'em and drag to safety ),
--giving them more TU's, maybe they can run further away,
These Terror missions; there is no "winning," in the sense of normal expectations, just trying to manage an impossible situation.
hmm.. maybe I'll just load your TERRAIN PACK and play the game.