I've got a player that wants to create a character that is a Sam Spade type of detective with no magic or cyber. He intends to spend a cubic buttload of

on contacts and various equipment, the idea being that he's a kind of mundane face/detective. He came up with the idea of using the Home Ground merit for the building he has his office/appartment in, and that's alright with me. He also thought that he'd have a bunch of destitute orks, dwarves, and humans in the building too, where he'd have lots of the low-level contacts he buys. Again, I like the idea, so I say great; I like the idea of a block-size gang being pals with the guy who helps out in the community and is on good terms with most everyone.
Here's where things get sticky, though. He thinks, with the 1mil

he purchased at character creation, that it would be an even cooler thing if he actually owned the building that all these low-class sorts were huddled up in. He rationalized this by asking to take the Dependents flaw, along with Day Job, to reflect the fact that he feels the need to look out for them, they are demanding, and he has to act as the Super for the building if necessary.
On the surface I like the idea, because the way he has tied it into the merits, flaws, and general character concept. I figure that a Mundy has a hard enough time in the Awakened world without cyber, so an "extended family" is a pretty good leg up. My questions are:
1. Would you allow the P.C. to own the building, and if so, how much money should it cost him, remembering that this place is in the ghetto?
2. What merits or flaws should I ask the character to take, and should I allow the limit of these to surpass the +/- 10 rule listed in the SC?
3. Is it my imagination, or could this not provide a ton of opportunity for roleplaying from the group, as well as more than a few story hooks? In the same vein, is having a character that is extremely well connected just asking for the focus to go on that character?
Thanks for your thoughts.