In Civilization VII, adjacency bonuses have evolved from previous games, with a focus now on individual buildings rather than districts. Here's a detailed look at how adjacency bonuses work:
General Overview:
•Building-Based Bonuses: Unlike in Civilization VI, where adjacency bonuses applied to entire districts, in Civilization VII, these bonuses are now tied to individual buildings. Each urban tile can hold two buildings, which can receive adjacency bonuses based on surrounding terrain or other buildings. [Source: game8.co]
•Specialists: Adding Specialists to Urban tiles amplifies adjacency bonuses, making strategic placement even more crucial. Specialists also provide base Science and Culture yields but consume Food and Happiness. [Source: civilization.2k.com]
Types of Adjacency Bonuses:
•Food, Gold: These buildings gain adjacency bonuses from Rivers, Coastal tiles, and Wonders. For instance, buildings like the Bazaar in the Exploration Age gain +1 Gold for each adjacent navigable river tile, coastal tile, or wonder. [Source: pcgamer.com]
•Production, Science: These benefit from being next to Resources or Wonders. This can be seen as a continuation of the strategy from Civilization VI but applied at a building level. [Source: X posts]
•Culture, Happiness: Adjacency bonuses for these come from Mountains, Wonders, and Natural Wonders. [Source: X posts]
•Diplomatic Buildings: Some buildings have unique adjacency bonuses specific to their function, not strictly following the above patterns. [Source: X posts]
Unique Features:
•Warehouse Buildings: These are a category of buildings that provide bonuses to every rural tile in a settlement with certain improvements, regardless of where the building is placed. Examples include the Granary, which adds +1 Food to farms, pastures, and plantations. Warehouse buildings are ageless, meaning they don't lose their bonuses when ages change. [Source: pcgamer.com, screenrant.com]
•Unique Quarters: When two civ-specific unique buildings are placed on the same tile, they form a "Unique Quarter," offering substantial benefits. However, sometimes spreading unique buildings might yield better results depending on your strategy and terrain. [Source: civilization.2k.com]
•Overbuilding: As you progress through Ages, older buildings lose their adjacency bonuses but keep their base yields. This system allows for overbuilding, where you can replace outdated structures with new ones that match the current Age's requirements, effectively adapting your city's layout. [Source: civilization.2k.com]
Strategic Considerations: 
•Planning: With buildings now being the focus for adjacency, players need to plan city layouts more intricately, considering not just immediate benefits but how they'll evolve over time.
•Specialization: The game encourages specialization through adjacency bonuses, where certain combinations of buildings can significantly enhance your city's output.
•Age Transitions: Keep in mind that most buildings' adjacency bonuses are age-specific, so strategic overbuilding and placement become key to maintaining or increasing yields as you advance through the game's Ages.
This system in Civilization VII adds a layer of depth to city planning, making each building placement a strategic decision that can affect your empire's growth and efficiency over the long term.