So after rereading Eisenhorn I became quite enamored with the idea of being an Inquisitor with the kind of organization the titular hero had. The web of contacts, the several properties (clandestine and otherwise) the gun cutter, and all the rest. Dark Heresy is a game about being an acolyte, but becoming an inquisitor certainly isn't off the table.
So that got me thinking. Influence is quantified rather abstractly in this game, reducing things like properties, company stakes, contacts, and favors into one neat little metric. Whether or not this is good or bad is a whole other matter. However, the books don't really give options or even examples of acquiring things that aren't specifically gear. How difficult is it to acquire a spire-manse? Keep a staff of Lexi-wrights in your employ?
The best way to represent that is through Profit Factor from Rogue Trader, where things that aren't necessarily weapons, armor, or tools can be acquired as per RAW. I haven't done all that much research into it, but would DH2 Influence match up 1:1 with RT Profit Factor? Is that something a group of players could conceivably do?
Has anyone gotten that far in their games, where establishing a base of operations becomes just as important as hiring, directing, and coordinating cells of acolytes? If so, what did you use and how did you rule it?