I have included some variations of this mode, as well as some interesting ones for any time you play.
To speed up the game, sometimes we do not play 2nd journey, so no resources held, and instead and place 2nd road and settlements(or for even faster game, a city) like in a normal game, 1st goes last on 2nd placement. In that case, the robber appears with barbarians attack, or after 7 is rolled two times.
Each country has sent their knowledge with their settlers to try to improve their chance of claiming the island. Players draw 3 progress cards to start with. If they choose their country is advanced in science: they draw green, or politics: blue, or trade: yellow. Or their country could be well rounded and they receive 1 of each color.
Up to two numbers per player drawn from the bag can be veto'd, left out of play for anyone to draw. This benefits not only the first player who chose to repick, but all subsequent players. You will need more numbers than tiles for this. We play with no 2's or 12's even in the bag, and thus 3's and 11's are vetoed often.
The robber steals, instead of destroys resources. The player who owns the robber gets the production, instead of it being destroyed.
He is -1 VP (opposite of merchant), for those who employ such nefarious people are viewed as lesser in standing.
When doubles are rolled, the players all collect, then the dice are rolled again. This speeds up production for some, allowing more choices on their turn, but also, the robber takes note of the increased bounty and will show up more often (dive into probability that the 2nd roll is a 7...)
I found this online, but every time a player does not receive production from a non 7, they get a poverty token.
On their turn, they can trade in poverty tokens equal to their victory points for a resource card.
I found this online as well that turns the desert tile into a random source of goods. Who is visiting the oasis when you check there? Roll a die to see!