Longtime Paranoia players will have spent most of their time as lowly Red clearance Troubleshooters, living fast and dying repeatedly in the service of The Computer. The rewards of higher clearance were of little concern to most players, who knew their characters would never survive to see it.
What with the current edition promoting at least the possibility of character advancement, and perhaps with old players looking for something a little different, there was a gap in the lineup for the discssion of life at higher levels of the quite literal social spectrum. The current edition rulebook incorporates some information on life at higher clearances, but Extreme Paranoia goes into much more detail. As well as general information on the improvements to living quarters, food etc. and short essays on how to use security clearance in-game, plus a typical citizen from each clearance, the bulk of the book covers alternative ways of playing. For each clearance from Orange through Violet, you get both an alternative gameplay scenario (such as mad scientists, Internal Security officers adapted from the old HIL Sector Blues book, vidshow stars etc) and, for players taking their lowly characters up the command chain, notes on typical assignments for Troubleshooters at each clearance. (Additionally the Indigo clearance Troubleshooter section is expanded into a full alternative scenario of its own.)
In summary there is a huge amount of information, alternative rules and world fluff here. The page layout could maybe do with some work, but you can't fault the content (Friend Computer notes that the phrase "the medium is the message" is currently deprecated, pending review). If you want to immerse yourself in the wider world of Alpha Complex, this book is ideal.