Well, an 8 month per turn system has 3 seasons (northern hemisphere winter, southern hemisphere winter, and spring/fall), so one map per season still leaves a fourth map to be used. So, a "reserves" map is possible.
I'm not sure why a reserves map is preferable to just creating units at the time of mobilization (and maybe reducing city population to account for workers away from the economy), and storing the relevant information in a table (and make it available in a report). I suppose it would include the total army size in the units count, which could be useful, and will also let us know if we're running up on the maximum number of units before the war turn actually happens.
-All other players (or perhaps ones with a certain tech or spy level) get a warning that the first player has mobilized. They too can choose to do this, or can simply launch an attack to try and capture the muster points before the first player can call his reserves.
Disrupting or preempting a mobilization seems much more in line with World War II than World War I. My (possibly mistaken) understanding of WWI mobilization was that once someone started mobilizing, everyone had to quickly follow suit to avoid a situation where one side had a huge mobilized army and the other side didn't, but that mobilization (and movement) wasn't so quick as to give a decisive advantage to the side that mobilized first. Hence, I would argue that once one power chooses to mobilize, its neighbours should automatically be mobilized, too. That can be done just as easily with a "reserves map" as with direct unit creation, so the choice doesn't matter too much there.
-Each turn, the units on the main map are counted and have a cost associated with them. Leaving the majority of your forces on the main map thus is expensive.
-Any unit can be "demobilized" with a key press/dialogue box. Depending on where it is in the world, it teleports to the beginning of a path on the reserve map.
I would be hesitant to allow too much of the army to be demobilized. To have an effective reservist system, young men have to spend some in the military before they become reservists. To implement this in Civ II without too much difficulty, there could be a maximum ratio of reservists to active units. If there are too few active units, reservists gradually disappear.
A player could choose the typical length of service in his army, for simplicity either "short" or "long". If military service is for a short period of time, each active unit can "support" more reservists, but units will have veteran status removed (since the experienced troops don't stay in the army for very long). Long service policy allows active units to gain and retain veteran status, but allows for fewer reservists. "Elite" and "specialist" unit types might always be considered long service, giving some granularity to the system. Colonial units might not support any reservists at all, but be long service.
If a player (e.g. United States) has the population for a large army, but an insignificant reservist system, they will be delayed in getting their army to the field, but a mobilization will make that delay smaller than it otherwise would be.